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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/ForsakenHopeStyle2E&amp;diff=85219</id>
		<title>MartialArts/ForsakenHopeStyle2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/ForsakenHopeStyle2E&amp;diff=85219"/>
				<updated>2011-03-15T04:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Forsaken Hope Style =&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
This is a martial art based on the idea of a passage of a soul into the Underworld, and eventually passing into the dissolution of either Lethe or Oblivion. While deathknights are sometimes seen as mindless, heartless killing machines, the practitioners of this art see themselves usually as the angels, both guardians of the dead and mandated to help guide the living into the world of the dead. The artist focuses inward to try and understand the &lt;br /&gt;
nature of the human souls, hun and po, and also to manipulate them. At times this art appears almost gentle, which is definately a shock to those living seeing it used... a benefit in bringing them to the worship and side of death. Fighting Chains are compatable with this style as they represent the grip and pulls on a soul.&lt;br /&gt;
=== Charms ===&lt;br /&gt;
'''''Vision of Dying Light'''''&lt;br /&gt;
 '''Cost:''' 1 mote&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Reflexive&lt;br /&gt;
 '''Keywords:''' Combo-Basic&lt;br /&gt;
 '''Min. Martial Arts:''' 2&lt;br /&gt;
 '''Min. Essence:''' 2&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
It is said that in the moment of death, one sees the entirety of their life. With a glance (roll Manipulation+Martial Arts against MDV), this Charm let's the martial artist give the feeling and vision of this sort to a target. The target adds half their Martial Arts rating (rounded up) in ticks to the victim's last action's speed and has an internal penalty 2 dice from any attempt at multiple actions for actions after the first for their next action, due to the distraction of the momentary vision. While effective in combat, deathknights can also use this to help bring a greater understanding of death to the living. This ability has a range of 10 x the Exalt's Essence in yards.&lt;br /&gt;
----'''''Po's Vengeful Strike'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Reflexive (step 9)&lt;br /&gt;
 '''Keywords:''' Combo-OK, Counterattack&lt;br /&gt;
 '''Min. Martial Arts:''' 3&lt;br /&gt;
 '''Min. Essence:''' 2&lt;br /&gt;
 '''Prereqs:''' Vision of Dying Light&lt;br /&gt;
With this Charm, the martial artist can channel her animal soul's desire to live and destroy any who would harm their body into a strike of revenge. This manifests as a ghostly dark shrieking beast form surrounding the limb being used to attack, which bites and rends at the closest being. For every health level of damage taken from the attack being countered, the martial artist can add an equal number of successes to the damage of their attack. This attack can not be targeted against a purely inanimate object like a wall or trap, but can be used on an automaton or animated dead.&lt;br /&gt;
----'''''Wise Hun's Sight'''''&lt;br /&gt;
 '''Cost:''' 6 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 3&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Vision of Dying Light&lt;br /&gt;
Where the Po's existance is split between Creation and the Underworld, the Hun is far more likely to exist solely within the Underworld. This Charm creates a ghostly light blue flame starts to burn over the Exalt's head, glowing with a cold radiance. This flame starts as their caste mark slowly glows to life, then starts on fire, which then seems to crawl from their eyes, ears, nose and mouth to cover their head. This enables the Exalt to see, hear, and smell both Creation and the Underworld at once while in Creation.&lt;br /&gt;
----'''''Forsaken Hope Form'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type&lt;br /&gt;
 '''Min. Martial Arts:''' 4&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Wise Hun's Sight, Po's Vengeful Strike&lt;br /&gt;
The Exalt's shadow takes on a new form and the ability to reach into the world slightly. It shifts and alters into a slightly more beastial sort of shape as the Exalt releases part of their animal soul into it. At the same time, the character seems slightly... muted, as if they were not completely there. The shadow aids in blocking or attacking for the character. The character's attacks can cause lethal damage with bare hands, if they choose. They can add a number of dice equal to their Martial Arts rating to attacks. Lastly, dice penalties for multiple actions are 2 less due to the ability of both shadow and body to act in unison. Only one Form-type charm can be used at one time.&lt;br /&gt;
----'''''Ravaging Shade Madness Technique'''''&lt;br /&gt;
 '''Cost:''' 6 motes, 1 Willpower&lt;br /&gt;
 '''Duration:''' 3 x Essence turns&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Combo-Ok&lt;br /&gt;
 '''Min. Martial Arts:''' 4&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Forsaken Hope's Form&lt;br /&gt;
With a light brushing touch, the Martial Artist can use his knowledge of the lower soul to cause sudden spiritual pain such that it temporarily makes the hun unable to act and infuriates the po into a rampage against all nearby beings to try and stop the cause. The po will not focus on the Exalt who used this charm unless they should attack, but all other animate beings become targets for it's rage. It requires a Dexterity + Martial Arts roll against MDV to enact this charm. In effect, for 15 x Exalt's Essence ticks, the target will attack any other being nearby. Should there be no one other than the Exalt, it will destroy everything it can if trapped, or leave to find those it can share it's pain with. One positive side effect of this, if it can be called that, is that the target will suffer no wound penalties while their po rules.&lt;br /&gt;
----'''''Unbeatable Po Prana'''''&lt;br /&gt;
 '''Cost:''' 12 motes, 1 Willpower&lt;br /&gt;
 '''Duration:''' One scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:'''&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Ravaging Shade Madness Technique&lt;br /&gt;
While the Exalt has learned to release the po of others, now they know how to harness their own po to become an even greater warrior. Their eyes glow and shimmer with a dark radience. Their body swells with the might and resiliance of the lower spirit unfettered. The Exalt gains a bonus of 2 to all Physical Attributes. They suffer no wound penalties during the scene, can not fall unconcious from bashing damage, and they can not fail a Valor roll... if they could make one. Fact is, the character can no longer do anything but engage in the destruction of their enemy. To use this, the character goes through the movements of the Prana and makes a Willpower roll diff 2. No matter if they succeed or fail, this art will work, the only question is if the hun will have enough strength of will to differentiate between friend and foe. At the end of the scene, the Exalt loses 2 from all Physical Attributes till they have rested for at least half an hour. Power comes at a price.&lt;br /&gt;
----'''''Ghostly Farmer Gathers the Deadly Fruits'''''&lt;br /&gt;
 '''Cost:''' 7 motes&lt;br /&gt;
 '''Duration:''' One Action&lt;br /&gt;
 '''Type:''' Reflexive&lt;br /&gt;
 '''Keywords:''' Combo-Ok, Counterattack&lt;br /&gt;
 '''Min. Martial Arts:''' 4&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Forsaken Hope's Form&lt;br /&gt;
This path of the Forsaken Hope style is one of holds and deflections. The Exalt's body seems to glow, becoming for a short time an ideal version of itself. The character's eyes shine with the hope of one desiring more out of death. The character is capable of blocking lethal damage and can parry all attacks made towards him with his full PDV without penalties for actions taken or onslaughts for one turn. Should the character successfully parry, they lead the attack on as if they were making it themselves to another person within range. In effect, the difference between the successes of a melee or Martial Arts attack and PDV are used as attacking successes on another nearby enemy. This does not allow them to parry unblockable attacks without the effects of another charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Should someone attack with a melee attack Seven Glories while she uses this charm, they gain 3 successes against her PDV of 7. This means she redirects the attack at another attacker in range with 4 automatic successes. With a ranged attack, she doesn't add the successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Dead Ruler Taxing Method'''''&lt;br /&gt;
 '''Cost:''' 6 motes&lt;br /&gt;
 '''Duration:''' Special&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Combo-OK, Emotion&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Ghostly Farmer Gathers the Deadly Fruits&lt;br /&gt;
While using this ability, the character can grab one other character and exude a sense of peace into their hun. They move forward with deadly speed, yet to all onlookers it almost seems to be one of ease and leasure. The martial artist must make a Dexterity + Martial Arts roll to initiate a hold on their target. Then the hold becomes one of Essence and virtue rather than one of strength and skill. Both target and martial artist roll their Essence + Conviction against the other's MDV. The winner then drains one temporary willpower. An additional side effect is that on a threshold of success of 3+ the willpower drained from the other restores 1 temporary willpower back to the user. Should one of the fighters drop to 0 temporary willpower, they are incapacitated for the rest of the scene, rendered apathetic and unable to summon the will to even save their life. This charm goes on till either party reaches 0 willpower or the Exalt decides to release the hold. At least without outside interference, they can be forcefully seperated or one killed, but the effects are unpredictable since this is more a wrestling of higher spirits and not bodies.&lt;br /&gt;
----'''''Shadow Disciple Command Strike'''''&lt;br /&gt;
 '''Cost:''' 4 motes&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Supplementary&lt;br /&gt;
 '''Keywords:''' Combo-OK&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Forsaken Hope's Form&lt;br /&gt;
The martial artist reaches out with their animal soul and a pool of shadow forms near an enemy and lashes out in an attack. The character's animal soul creates the pool of darkness, and commands it to lash out, but the Exalt does not need to see where the pool forms or have a way clear of obstructions, just see the target fairly clearly. In effect, the character can make a Martial Arts attack up to their Essence x 5 in yards away. There is a weakness to this &lt;br /&gt;
attack, certain types of lighting (any produced with the Holy Keyword) can prevent the pool from ever forming to make the attack.&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Nephwhrack's Thousand Warrior Attack'''''&lt;br /&gt;
 '''Cost:''' 8 motes, 1 Willpower&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Extra Action&lt;br /&gt;
 '''Keywords:''' Combo-OK&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Shadow Disciple Command Strike&lt;br /&gt;
The Exalt uses their po to command the shadows again. This time a pool forms at his feet and they rise up in a howling whirlwind around the martial artist and strike out at anyone he approaches. In effect, the character rolls their Martial Arts rating. The successes plus one are the number of attacks the character can make. As a side benefit, the character can also move (running speed) between attacks, as the pool of darkness also lightens his steps and speeds them along.&lt;br /&gt;
----'''''Forgeting the Fallen Warrior'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 Willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Combo-Basic, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Nepwhrack's Thousand Warrior Attack, Dead Ruler Taxing Method, Unbeatable Po Prana&lt;br /&gt;
This is the culmination of the Forsaken Hope Style, but is an attack that is used very sparingly. As all ghosts, be they hungry, normal ghosts, or servants of Oblivion, they all eventually pass into Oblivion or Lethe. This attack is slow but terrible. The martial artist takes a bit of their own Essence, tainted as it is with death and Oblivion, and puts it as a seed into the target's own soul. The strike it self is perfectly silent and painless. The &lt;br /&gt;
character makes a normal attack and roll damage, and if the damage successes are less than or equal to the Essence of the target, nothing happens. If they should be greater, then the target has been infected with a slow death. For a number of days equal to their Essence, the target suffers no ill effects. Then they make a willpower roll every day. On a success, no effect. On a failure they suffer 1 unsoakable agg and lose a temp willpower. After this has &lt;br /&gt;
begun they do not heal or regain willpower. Should the affected character reach Incapacitated or run out of willpower, they do not die horribly, they merely fade away. Upon death, the ST can make willpower rolls. Should the first be successful, the hun has held on to death and becomes a ghost. If the second is successful, they immediately pass on into Lethe. Should both fail, the ghost silently falls into the Void. As a mark of complete &lt;br /&gt;
irony, where the seed often destroys the hun, the po can feed on it's dark power. If the ST wants, the po becomes a hungry ghost as if from an Exalt with the essence of the martial artist or the victim (whichever was higher). This can be prevented or cured as normal for shaping effects.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83189</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83189"/>
				<updated>2010-08-24T23:06:16Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: Reset the pinacles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers. Even if all must eventually fall into the Void, it is within the power of the Sidereals to make sure such a day shall occur after the Sun has blazed out, the Moon breaks into ten thousand pieces, and the stars have all fallen to the earth.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Compulsion, Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll at a difficulty of two each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded up) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture''''' (in rewrite)&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist's own penalty (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence (rounded up) from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a beggar who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique. As a note, this is not a Shaping attack, but a defense. By choosing to attack the user, the attacker instinctively agrees to the terms of this Charm.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to. These dice do not count towards the dice cap.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' (10 motes, 1 willpower, 1 aggravated health level)&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm is enhanced by this Charm when the surcharge is paid.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' (10 motes, 1 willpower, 1 aggravated health level)&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm is enhanced by this Charm when the surcharge is paid.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
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		<title>MartialArts/AshenCalenderofSetesh2E</title>
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				<updated>2010-08-24T23:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers. Even if all must eventually fall into the Void, it is within the power of the Sidereals to make sure such a day shall occur after the Sun has blazed out, the Moon breaks into ten thousand pieces, and the stars have all fallen to the earth.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Compulsion, Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll at a difficulty of two each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded up) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture''''' (in rewrite)&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist's own penalty (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence (rounded up) from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a beggar who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique. As a note, this is not a Shaping attack, but a defense. By choosing to attack the user, the attacker instinctively agrees to the terms of this Charm.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to. These dice do not count towards the dice cap.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-enhancing (10 m, 1 wp, 1 ahl), Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-enhancing (10 m, 1 wp, 1 ahl), Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83185</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83185"/>
				<updated>2010-08-24T22:45:21Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers. Even if all must eventually fall into the Void, it is within the power of the Sidereals to make sure such a day shall occur after the Sun has blazed out, the Moon breaks into ten thousand pieces, and the stars have all fallen to the earth.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Compulsion, Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll at a difficulty of two each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded up) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture''''' (in rewrite)&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist's own penalty (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence (rounded up) from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a beggar who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique. As a note, this is not a Shaping attack, but a defense. By choosing to attack the user, the attacker instinctively agrees to the terms of this Charm.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to. These dice do not count towards the dice cap.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-enhancing, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-enhancing, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=BogModAlternateSidereals/Dodge&amp;diff=83179</id>
		<title>BogModAlternateSidereals/Dodge</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=BogModAlternateSidereals/Dodge&amp;diff=83179"/>
				<updated>2010-08-23T13:03:24Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dodge is from the Constellation of the Ewer.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&amp;lt;b&amp;gt;Etiquette Breaching Anticipation Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 1, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
The idea of catching a Vizier by surprise is laughable.  How can one hope to catch unawares those who can detect the subtle changes in Fate around them?  Such as the change between peace and violence.  This charm can be used in response to any unexpected attack making the attack no longer unexpected.  This applies to both physical and social attacks.&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;b&amp;gt;Auspicious Sidestep&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 3; Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
Faced with fighting against impossible odds the Sidereal picks an impossible fate for herself and follows it.  Attacks which would normally be undodgeable can be dodged thanks to using this charm.&lt;br /&gt;
--------&lt;br /&gt;
&amp;lt;b&amp;gt;Peacekeepers Punishment Attack&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(3m); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 3, House of Serenity 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prereaquisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Etiquette Breaching Anticipation Technique&lt;br /&gt;
&lt;br /&gt;
Knowing the actions of those who would ruin peaceful discourse with sudden violence the Sidereal places themself perfectly to take advantage of their sudden violence.  When she uses Etiquette Breaching Anticipation Technique in response to a surprise attack she can spend 3m to make her next attack against that target is Unexpected wether social or physical.&lt;br /&gt;
------------&lt;br /&gt;
&amp;lt;b&amp;gt;Cooperative Defense Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 2, House of Serenity 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Auspicious Sidestep&lt;br /&gt;
&lt;br /&gt;
The Joybringers are a social caste.  They work to build friendships, marriages, alliances and all such matters that bring peace and connectedness.  When you are their friend you can trust them to watch your back too and with a twist of fate they can do just that.  Add her Dodge trait rating to the (Dexterity + Dodge) total of a target within Essence yards.  This bonus does not count towards that target's DV cap.&lt;br /&gt;
------------&lt;br /&gt;
&amp;lt;b&amp;gt;Fork-in-the-Road Escape&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Auspicious Sidestep&lt;br /&gt;
&lt;br /&gt;
Life is always a series of choices.  Sometimes the choices are simple with the results easy to forsee while sometimes they are complex and the result of choosing on or the other is hard to determine.  The Sidereal makes a Dexterity + Dodge roll at a difficulty of her attackers Essence.  On a success she dodges any attack that doesn't always hit that she is aware of and is dodgeable.&lt;br /&gt;
--------&lt;br /&gt;
&amp;lt;b&amp;gt;Stepping Off The Path&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(2m); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fork-in-the-Road Escape&lt;br /&gt;
&lt;br /&gt;
And sometimes of the options available to someone none of them are good.  Woe then to the mortal in such a position.  Vizier's though always have another option rather then being slaves to the plans of others.  By paying an additional 2m when using Fork-in-the-Road Escape the Sidereal dodges any attack that she is aware of.  This charm has one of the Flaws of Invulnerability.&lt;br /&gt;
----------&lt;br /&gt;
&amp;lt;b&amp;gt;Failure of Violence Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 4, House of Serenity 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK, Compulsion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cooperative Defense Technique&lt;br /&gt;
&lt;br /&gt;
There is more to peace then merely the absence of violence.  There is also forgiveness and the willingness to put past troubles in the past and move forward together.  This charm must be activated after the first attack in a battle wether that attack hits or misses.  She then rolls her (Charisma + Dodge) and adds her House of Serenity background as additional successes to the roll.  Anyone with an DMDV less then the number of successes rolls suffers a Compulsion to not fight and to forgive the attack.  This compulsion lasts for the rest of the scene, until someone continues violence, or 2 Willpower is spent to break the effect.  This is a form of Unnatural Mental Influence.    &lt;br /&gt;
----------&lt;br /&gt;
&amp;lt;b&amp;gt;Harmonious Partner Dance Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cooperative Defense Technique&lt;br /&gt;
&lt;br /&gt;
Every movement has another that can add to it and make a harmonious whole.  A balance between two actions.  With this principal in mind the Vizier keeps the disruptive ways of other from ruining her own inner serenity.  For the rest of the scene the Sidereal ignores her Essence in onslaught penalties.  Furthermore the penalty from Coordinated attacks is limited to (5 - House of Serenity rating).  This can reduce the penalty from Coordinated attacks to 0.&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;b&amp;gt;Trapped Fate Thrashings&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK, Counterattack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fork-in-the-Road Escape&lt;br /&gt;
&lt;br /&gt;
Attacked she bundles the fate of the attack up in blue threads of essence like prey caught and cocooned in a spider's web.  Bound with this blue fate its of no harm to anyone anymore.  The Sidereal rolls Wits+Dodge at a difficulty of the targets Essence with a maximum difficulty of 10 - House of Serenity rating.  Success causes the flurry magical or otherwise to end.  Visually the target finishes making all their attacks but they find no mark and harm no bodies.  At Essence 4 the Sidereal can spend an additional Willpower point to render herself immune for the scene to effects which cause continuou threat such as environmental damage after risking one turns exposure.&lt;br /&gt;
&lt;br /&gt;
[[BogModAlternateSidereals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&amp;lt;b&amp;gt;Accepting Another Path&amp;lt;/b&amp;gt; - by [[haren]] and [[BogMod]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(2m, 1wp); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 4, House of Serenity 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Counterattack, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Stepping Off The Path&lt;br /&gt;
&lt;br /&gt;
Acceptance is prime among the tenets of Serenity. This charm can enhance the perfect dodge of Stepping Off The Path by spending another 2 motes and a willpower. The Sidereal silently calls out that this battle is not meant to be, and accepts the blow even as fate denies the harm it would cause. The Sidereal becomes dematerialized till their next turn (even in realms where the dematerial is material), and for every die of pre-soak damage that would have been caused the Sidereal is thrown in some direction of their choice directly away from the blow. This means that the attack is still rolled, and all successes are added to the pre-soak damage.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83177</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83177"/>
				<updated>2010-08-23T06:36:50Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers. Even if all must eventually fall into the Void, it is within the power of the Sidereals to make sure such a day shall occur after the Sun has blazed out, the Moon breaks into ten thousand pieces, and the stars have all fallen to the earth.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Compulsion, Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll at a difficulty of two each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded up) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture''''' (in rewrite)&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist's own penalty (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence (rounded up) from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a beggar who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique. As a note, this is not a Shaping attack, but a defense. By choosing to attack the user, the attacker instinctively agrees to the terms of this Charm.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to. These dice do not count towards the dice cap.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=BogModAlternateSidereals/Dodge&amp;diff=83175</id>
		<title>BogModAlternateSidereals/Dodge</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=BogModAlternateSidereals/Dodge&amp;diff=83175"/>
				<updated>2010-08-23T06:30:44Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dodge is from the Constellation of the Ewer.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&amp;lt;b&amp;gt;Etiquette Breaching Anticipation Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 1, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
The idea of catching a Vizier by surprise is laughable.  How can one hope to catch unawares those who can detect the subtle changes in Fate around them?  Such as the change between peace and violence.  This charm can be used in response to any unexpected attack making the attack no longer unexpected.  This applies to both physical and social attacks.&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;b&amp;gt;Auspicious Sidestep&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 3; Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
Faced with fighting against impossible odds the Sidereal picks an impossible fate for herself and follows it.  Attacks which would normally be undodgeable can be dodged thanks to using this charm.&lt;br /&gt;
--------&lt;br /&gt;
&amp;lt;b&amp;gt;Peacekeepers Punishment Attack&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(3m); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 3, House of Serenity 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prereaquisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Etiquette Breaching Anticipation Technique&lt;br /&gt;
&lt;br /&gt;
Knowing the actions of those who would ruin peaceful discourse with sudden violence the Sidereal places themself perfectly to take advantage of their sudden violence.  When she uses Etiquette Breaching Anticipation Technique in response to a surprise attack she can spend 3m to make her next attack against that target is Unexpected wether social or physical.&lt;br /&gt;
------------&lt;br /&gt;
&amp;lt;b&amp;gt;Cooperative Defense Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 2, House of Serenity 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Auspicious Sidestep&lt;br /&gt;
&lt;br /&gt;
The Joybringers are a social caste.  They work to build friendships, marriages, alliances and all such matters that bring peace and connectedness.  When you are their friend you can trust them to watch your back too and with a twist of fate they can do just that.  Add her Dodge trait rating to the (Dexterity + Dodge) total of a target within Essence yards.  This bonus does not count towards that target's DV cap.&lt;br /&gt;
------------&lt;br /&gt;
&amp;lt;b&amp;gt;Fork-in-the-Road Escape&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Auspicious Sidestep&lt;br /&gt;
&lt;br /&gt;
Life is always a series of choices.  Sometimes the choices are simple with the results easy to forsee while sometimes they are complex and the result of choosing on or the other is hard to determine.  The Sidereal makes a Dexterity + Dodge roll at a difficulty of her attackers Essence.  On a success she dodges any attack that doesn't always hit that she is aware of and is dodgeable.&lt;br /&gt;
--------&lt;br /&gt;
&amp;lt;b&amp;gt;Stepping Off The Path&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(2m); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fork-in-the-Road Escape&lt;br /&gt;
&lt;br /&gt;
And sometimes of the options available to someone none of them are good.  Woe then to the mortal in such a position.  Vizier's though always have another option rather then being slaves to the plans of others.  By paying an additional 2m when using Fork-in-the-Road Escape the Sidereal dodges any attack that she is aware of.  This charm has one of the Flaws of Invulnerability.&lt;br /&gt;
----------&lt;br /&gt;
&amp;lt;b&amp;gt;Failure of Violence Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 4, House of Serenity 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK, Compulsion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cooperative Defense Technique&lt;br /&gt;
&lt;br /&gt;
There is more to peace then merely the absence of violence.  There is also forgiveness and the willingness to put past troubles in the past and move forward together.  This charm must be activated after the first attack in a battle wether that attack hits or misses.  She then rolls her (Charisma + Dodge) and adds her House of Serenity background as additional successes to the roll.  Anyone with an DMDV less then the number of successes rolls suffers a Compulsion to not fight and to forgive the attack.  This compulsion lasts for the rest of the scene, until someone continues violence, or 2 Willpower is spent to break the effect.  This is a form of Unnatural Mental Influence.    &lt;br /&gt;
----------&lt;br /&gt;
&amp;lt;b&amp;gt;Harmonious Partner Dance Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cooperative Defense Technique&lt;br /&gt;
&lt;br /&gt;
Every movement has another that can add to it and make a harmonious whole.  A balance between two actions.  With this principal in mind the Vizier keeps the disruptive ways of other from ruining her own inner serenity.  For the rest of the scene the Sidereal ignores her Essence in onslaught penalties.  Furthermore the penalty from Coordinated attacks is limited to (5 - House of Serenity rating).  This can reduce the penalty from Coordinated attacks to 0.&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;b&amp;gt;Trapped Fate Thrashings&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK, Counterattack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fork-in-the-Road Escape&lt;br /&gt;
&lt;br /&gt;
Attacked she bundles the fate of the attack up in blue threads of essence like prey caught and cocooned in a spider's web.  Bound with this blue fate its of no harm to anyone anymore.  The Sidereal rolls Wits+Dodge at a difficulty of the targets Essence with a maximum difficulty of 10 - House of Serenity rating.  Success causes the flurry magical or otherwise to end.  Visually the target finishes making all their attacks but they find no mark and harm no bodies.  At Essence 4 the Sidereal can spend an additional Willpower point to render herself immune for the scene to effects which cause continuou threat such as environmental damage after risking one turns exposure.&lt;br /&gt;
&lt;br /&gt;
[[BogModAlternateSidereals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&amp;lt;b&amp;gt;Accepting Another Path&amp;lt;/b&amp;gt; - by [[haren]] and [[BogMod]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(2m, 1wp); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 4, House of Serenity 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Counterattack, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Stepping Off The Path&lt;br /&gt;
&lt;br /&gt;
Acceptance is prime among the tenets of Serenity. This charm can enhance the perfect dodge of Stepping Off The Path by spending another 2 motes and a willpower. The Sidereal silently calls out that this battle is not meant to be, and accepts the blow even as fate denies the harm it would cause. The Sidereal becomes dematerialized till their next turn (even in realms where the dematerial is material), and for every die of pre-soak damage that would have been caused the Sidereal is thrown in some direction of their choice directly away from the blow.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=BogModAlternateSidereals/Dodge&amp;diff=83173</id>
		<title>BogModAlternateSidereals/Dodge</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=BogModAlternateSidereals/Dodge&amp;diff=83173"/>
				<updated>2010-08-23T05:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: Added Accepting Another Path for Boggy's read-through&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dodge is from the Constellation of the Ewer.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&amp;lt;b&amp;gt;Etiquette Breaching Anticipation Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 1, Essence 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
The idea of catching a Vizier by surprise is laughable.  How can one hope to catch unawares those who can detect the subtle changes in Fate around them?  Such as the change between peace and violence.  This charm can be used in response to any unexpected attack making the attack no longer unexpected.  This applies to both physical and social attacks.&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;b&amp;gt;Auspicious Sidestep&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 3; Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
Faced with fighting against impossible odds the Sidereal picks an impossible fate for herself and follows it.  Attacks which would normally be undodgeable can be dodged thanks to using this charm.&lt;br /&gt;
--------&lt;br /&gt;
&amp;lt;b&amp;gt;Peacekeepers Punishment Attack&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(3m); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 3, House of Serenity 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prereaquisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Etiquette Breaching Anticipation Technique&lt;br /&gt;
&lt;br /&gt;
Knowing the actions of those who would ruin peaceful discourse with sudden violence the Sidereal places themself perfectly to take advantage of their sudden violence.  When she uses Etiquette Breaching Anticipation Technique in response to a surprise attack she can spend 3m to make her next attack against that target is Unexpected wether social or physical.&lt;br /&gt;
------------&lt;br /&gt;
&amp;lt;b&amp;gt;Cooperative Defense Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 2, House of Serenity 1; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Auspicious Sidestep&lt;br /&gt;
&lt;br /&gt;
The Joybringers are a social caste.  They work to build friendships, marriages, alliances and all such matters that bring peace and connectedness.  When you are their friend you can trust them to watch your back too and with a twist of fate they can do just that.  Add her Dodge trait rating to the (Dexterity + Dodge) total of a target within Essence yards.  This bonus does not count towards that target's DV cap.&lt;br /&gt;
------------&lt;br /&gt;
&amp;lt;b&amp;gt;Fork-in-the-Road Escape&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 2m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Any Dodge Excellency, Auspicious Sidestep&lt;br /&gt;
&lt;br /&gt;
Life is always a series of choices.  Sometimes the choices are simple with the results easy to forsee while sometimes they are complex and the result of choosing on or the other is hard to determine.  The Sidereal makes a Dexterity + Dodge roll at a difficulty of her attackers Essence.  On a success she dodges any attack that doesn't always hit that she is aware of and is dodgeable.&lt;br /&gt;
--------&lt;br /&gt;
&amp;lt;b&amp;gt;Stepping Off The Path&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(2m); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fork-in-the-Road Escape&lt;br /&gt;
&lt;br /&gt;
And sometimes of the options available to someone none of them are good.  Woe then to the mortal in such a position.  Vizier's though always have another option rather then being slaves to the plans of others.  By paying an additional 2m when using Fork-in-the-Road Escape the Sidereal dodges any attack that she is aware of.  This charm has one of the Flaws of Invulnerability.&lt;br /&gt;
----------&lt;br /&gt;
&amp;lt;b&amp;gt;Failure of Violence Technique&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 4, House of Serenity 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK, Compulsion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cooperative Defense Technique&lt;br /&gt;
&lt;br /&gt;
There is more to peace then merely the absence of violence.  There is also forgiveness and the willingness to put past troubles in the past and move forward together.  This charm must be activated after the first attack in a battle wether that attack hits or misses.  She then rolls her (Charisma + Dodge) and adds her House of Serenity background as additional successes to the roll.  Anyone with an DMDV less then the number of successes rolls suffers a Compulsion to not fight and to forgive the attack.  This compulsion lasts for the rest of the scene, until someone continues violence, or 2 Willpower is spent to break the effect.  This is a form of Unnatural Mental Influence.    &lt;br /&gt;
----------&lt;br /&gt;
&amp;lt;b&amp;gt;Harmonious Partner Dance Method&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m, 1wp; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Combo-OK, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One scene&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Cooperative Defense Technique&lt;br /&gt;
&lt;br /&gt;
Every movement has another that can add to it and make a harmonious whole.  A balance between two actions.  With this principal in mind the Vizier keeps the disruptive ways of other from ruining her own inner serenity.  For the rest of the scene the Sidereal ignores her Essence in onslaught penalties.  Furthermore the penalty from Coordinated attacks is limited to (5 - House of Serenity rating).  This can reduce the penalty from Coordinated attacks to 0.&lt;br /&gt;
-------------&lt;br /&gt;
&amp;lt;b&amp;gt;Trapped Fate Thrashings&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 6m; &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; College, Combo-OK, Counterattack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Instant&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Fork-in-the-Road Escape&lt;br /&gt;
&lt;br /&gt;
Attacked she bundles the fate of the attack up in blue threads of essence like prey caught and cocooned in a spider's web.  Bound with this blue fate its of no harm to anyone anymore.  The Sidereal rolls Wits+Dodge at a difficulty of the targets Essence with a maximum difficulty of 10 - House of Serenity rating.  Success causes the flurry magical or otherwise to end.  Visually the target finishes making all their attacks but they find no mark and harm no bodies.  At Essence 4 the Sidereal can spend an additional Willpower point to render herself immune for the scene to effects which cause continuou threat such as environmental damage after risking one turns exposure.&lt;br /&gt;
&lt;br /&gt;
[[BogModAlternateSidereals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&amp;lt;b&amp;gt;Accepting Another Path&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; - by [[haren]] and BogMod&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -(2m, 1wp); &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Dodge 5, Essence 4, House of Serenity 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Counterattack, Obvious&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Stepping Off The Path&lt;br /&gt;
&lt;br /&gt;
Acceptance is prime among the tenets of Serenity. This charm can enhance the perfect dodge of Stepping Off The Path by spending another 2 motes and a willpower. The Sidereal silently calls out that this battle is not meant to be, and accepts the blow even as fate denies the harm it would cause. The Sidereal becomes dematerialized till their next turn (even in realms where the dematerial is material), and for every die of pre-soak damage that would have been caused the Sidereal is thrown in some direction of their choice directly away from the blow.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83171</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83171"/>
				<updated>2010-08-22T18:10:11Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: Altered Background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers. Even if all must eventually fall into the Void, it is within the power of the Sidereals to make sure such a day shall occur after the Sun has blazed out, the Moon breaks into ten thousand pieces, and the stars have all fallen to the earth.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Compulsion, Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll at a difficulty of two each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded up) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture''''' (in rewrite)&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist's own penalty (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence (rounded up) from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a beggar who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique. As a note, this is not a Shaping attack, but a defense. By choosing to attack the user, the attacker instinctively agrees to the terms of this Charm.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
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		<title>MartialArts/AshenCalenderofSetesh2E</title>
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				<updated>2010-08-22T12:31:04Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Compulsion, Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll at a difficulty of two each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded up) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture''''' (in rewrite)&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist's own penalty (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence (rounded up) from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a beggar who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique. As a note, this is not a Shaping attack, but a defense. By choosing to attack the user, the attacker instinctively agrees to the terms of this Charm.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
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		<title>MartialArts/AshenCalenderofSetesh2E</title>
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				<updated>2010-08-22T04:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Compulsion, Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll at a difficulty of two each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded up) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture''''' (in rewrite)&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist's own penalty (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence (rounded up) from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83165</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83165"/>
				<updated>2010-08-22T04:37:35Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: Some minor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded down) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul. The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 6&lt;br /&gt;
 '''Min. Essence:''' 6&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). Additionally, all Shaping effects are Obvious to their eyes, and like a mother soothing a wound, they can cancel all existing Shaping effects on a target. The Style's Form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83163</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83163"/>
				<updated>2010-08-21T21:27:45Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: first run&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Emotion, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they suffer an external penalty equal to half the user's Martial Arts rating (rounded down) to attack the user.&lt;br /&gt;
----'''''Serene Mourner's Posture'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Crippling, Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death passing into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 9 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the half martial artist's Essence from their dodge or parry DVs.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made their next action on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Stackable&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 7&lt;br /&gt;
 '''Min. Essence:''' 7&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by Permanent Essence. As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 7&lt;br /&gt;
 '''Min. Essence:''' 7&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and Shaping effects. This includes effects that would drain Willpower, allow others to freely use their essence pool, but not ones that indirectly affect them (such as by redirecting attacks or creating monsters). The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The Zenith's anima not only protects the Zenith, but also burns their enemies. Any Creature of Darkness that attacks them from within 10 yards is hit for the Zenith's Essence x 2 in dice of unsoakable aggravated damage.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the existing banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dusk rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  5 motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). All zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/BestOf&amp;diff=83161</id>
		<title>MartialArts/BestOf</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/BestOf&amp;diff=83161"/>
				<updated>2010-08-21T11:46:12Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Best Of The Wiki: Martial Arts =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Round Two... &amp;lt;i&amp;gt;FIGHT!&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;VOTING IS NOW CLOSED&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations to everyone who got a Martial Art into the top ten. And thanks to all those who took time to vote.&lt;br /&gt;
&lt;br /&gt;
Get the PDF from my website: http://www.voidstate.com/rpg/&lt;br /&gt;
&lt;br /&gt;
[[Voidstate]]&lt;br /&gt;
&lt;br /&gt;
== The Winners ==&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/ArgentScorpionOfOppositionStyle]]&amp;lt;/b&amp;gt; - by [[FourWillowsWeeping]] (32 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/ThousandWoundsGearStyle]]&amp;lt;/b&amp;gt; by [[Scrollreader]] (22 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/HouseOfJourneysStyle]]&amp;lt;/b&amp;gt; by [[Quendalon]] (19 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/MothandBonfireStyle]]&amp;lt;/b&amp;gt; - [[Oneironaut]] (18 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/RoilingVernalTempestStyle]]&amp;lt;/b&amp;gt; - By [[FourWillowsWeeping]] (17 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/WhiteCraneStyle]]&amp;lt;/b&amp;gt; - By [[Quendalon]] (17 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/RipplingQuicksilverStyle]]&amp;lt;/b&amp;gt; - By [[Quendalon]] (15 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[DBSInfernalExalted/MartialArts|Five Falling Butterflies Style]]&amp;lt;/b&amp;gt; - By [[DeathBySurfeit]] (14 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/UnrelentingAutomatonStyle]]&amp;lt;/b&amp;gt; by [[Argent]](14 points) &amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/BlossomingCherryTreeStyle]]&amp;lt;/b&amp;gt; - By [[Haku]] (13 points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Runners-Up ===&lt;br /&gt;
&lt;br /&gt;
(for tracking purposes)&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/BurningScytheStyle]]&amp;lt;/b&amp;gt; - By Nephilpal (12 points)&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/RagDollStyle]]&amp;lt;/b&amp;gt; By [[IceShade]], Kraken, Etrangere, [[GoldenH]], Andrix (12 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/EverVigilantSoldierStyle]]&amp;lt;/b&amp;gt; - by [[DeadManSeven]] (10 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/WorldlyHarlotStyle]]&amp;lt;/b&amp;gt; - By [[Haku]] (9 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/SunStyle]]&amp;lt;/b&amp;gt; - By [[DualMegami]] (9 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[CelestialMartialArts/CelestialCourtesanStyle]]&amp;lt;/b&amp;gt; - By [[Haku]] (8 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/LeopardStyle]]&amp;lt;/b&amp;gt; by [[TheScreenJockey]] (7 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/SpiritFoxStyle]]&amp;lt;/b&amp;gt; by [[Madu]] (7 points) &amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/GrassSpider]]&amp;lt;/b&amp;gt; - By tk421 on rpg.net (6 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArtsRelay/LucentGuardianintheNightSky]]&amp;lt;/b&amp;gt; by too many to list (5 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/MercifulBearStyle]]&amp;lt;/b&amp;gt; by [[Seiraryu]] (5 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/GhostDragonStyle]]&amp;lt;/b&amp;gt; by [[Telgar]] (5 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[LibraryMailanka/WhisperingDragonStyle|Whispering Dragon Style]]&amp;lt;/b&amp;gt; - By [[Mailanka]] (5 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/BladeStyle]]&amp;lt;/b&amp;gt; by [[Shantak]] (4 points) &amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/FlowingOrbAndTempestStyle]]&amp;lt;/b&amp;gt; by [[Falcon]] (4 points) (&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/ResplendentCraneStyle]]&amp;lt;/b&amp;gt; by [[teflonshugenja]] (3 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/UnityThroughHarmonyAndConflictStyle]]&amp;lt;/b&amp;gt; by [[Telgar]] (3 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/BladeofHeavenStyle]]&amp;lt;/b&amp;gt; by [[Haku]] (3 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/HungryRaptorStyle]]&amp;lt;/b&amp;gt; by [[IsawaBrian]] (2 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/AutumnWindSongStyle]]&amp;lt;/b&amp;gt; by Grandmasta (2 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/IrresistiblyTemptedGamblerStyle]]&amp;lt;/b&amp;gt; - By [[DeadManSeven]] (2 points)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/WhirlingLunaticStyle]]&amp;lt;/b&amp;gt; by [[OhJames]] (2 points) &amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/PeacockStyle]]&amp;lt;/b&amp;gt; by [[Jabberwocky]] (1 point)&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/CeruleanLuteofHarmonyStyle1]]&amp;lt;/b&amp;gt; by [[Joseph D. Carriker, Jr.]] and Mel Wong (1 point)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disqualified ==&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;b&amp;gt;[[MartialArts/FivefoldWayofBattlesStyle]]&amp;lt;/b&amp;gt; - by [[David.]] (15 points)&lt;br /&gt;
* This style wasn't finished in time. Sorry David.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
Here is the list of titles. Just stick your name under your favorite title. Add a suggestion if you want(&amp;lt;i&amp;gt;please do, pretty please&amp;lt;/i&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
*Martial Arts from the Exalted Wiki&lt;br /&gt;
&lt;br /&gt;
*Wiki Style: Martial Arts from the Exalted Wiki&lt;br /&gt;
&lt;br /&gt;
*Form &amp;amp; Finesse: The Best of the Exalted Wiki's Martial Arts&lt;br /&gt;
&lt;br /&gt;
*Arts &amp;amp; Antics: The Best of the Exalted Wiki's Martial Arts&lt;br /&gt;
&lt;br /&gt;
*Coils &amp;amp; Katas : The Best of the Exalted Wiki's Martial Arts&lt;br /&gt;
&lt;br /&gt;
*Coils, Cascades &amp;amp; Katas: The Best of the Exalted Wiki's Martial Arts &lt;br /&gt;
&lt;br /&gt;
*Practice &amp;amp; Perfection : The Best of the Exalted Wiki's Martial Arts&lt;br /&gt;
&lt;br /&gt;
*Mastery &amp;amp; Meditation: The Best of the Exalted Wiki's Martial Arts&lt;br /&gt;
&lt;br /&gt;
*Sutras &amp;amp; Sifus: The Best of the Exalted Wiki's Martial Arts&lt;br /&gt;
**[[Voidstate]]&lt;br /&gt;
**[[nikink]]&lt;br /&gt;
**[[Ambisinister]]&lt;br /&gt;
&lt;br /&gt;
*The Tenfold Scrolls of Most Incomparable Tactics&lt;br /&gt;
**[[Argent]]&lt;br /&gt;
&lt;br /&gt;
*Growing the Perfected Lotus&lt;br /&gt;
**[[Wordman]]&lt;br /&gt;
&lt;br /&gt;
*25 Lotus Petals&lt;br /&gt;
**[[Scrollreader]]&lt;br /&gt;
**[[Resplendence]]&lt;br /&gt;
**[[Haku]]&lt;br /&gt;
**[[MetalFatigue]]&lt;br /&gt;
&lt;br /&gt;
*Fighting with Style&lt;br /&gt;
**[[Stanoje]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Already In the PDF ==&lt;br /&gt;
&lt;br /&gt;
For reference, the MAs already in the PDF (determined by voting in [[MartialArts/BestOfOld]]) are:&lt;br /&gt;
*[[MartialArts/AmberHawkInFlamesStyle]]&lt;br /&gt;
*[[MartialArts/AshenCalenderofSetesh]]&lt;br /&gt;
*[[MartialArts/BraveDragonStyle]]&lt;br /&gt;
*[[MartialArts/CrimsonTempleStyle]]&lt;br /&gt;
*[[MartialArts/CrimsonThicketOfBambooStyle]]&lt;br /&gt;
*[[MartialArts/DiamondWeaveOfDestinyStyle]]&lt;br /&gt;
*[[MartialArts/FearsomeBarghestStyle]]&lt;br /&gt;
*[[MartialArts/HouseOfEndingsStyle]]&lt;br /&gt;
*[[MartialArts/JadeFanStyle]]&lt;br /&gt;
*[[MartialArts/MonkeyStyle2]]&lt;br /&gt;
*[[MartialArts/PersimmonOceanOfJoyStyle]]&lt;br /&gt;
*[[CharmRelay/Sorrow]] aka &amp;quot;Black Mourner Style&amp;quot;&lt;br /&gt;
*[[MartialArts/SpiderStyle2]]&lt;br /&gt;
*[[MartialArts/TreadingOnDiamondsStyle]]&lt;br /&gt;
*[[MartialArts/WolfAndRavenStyles]]&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
''Prior comments have moved to [[MartialArts/BestOfArchive]], though it looks like the voting history for the second round got removed at some point.''&lt;br /&gt;
&lt;br /&gt;
Hey, so, now that Ex2's out, I'm thinking about converting these to 2nd Edition rules. Who's up for it? - [[willows]]&lt;br /&gt;
:I say you do one better, and create a second publication of new styles for the new Edition.  Anyone can convert charms, but it's much more difficult--and therefore, valuable--to create an entire tree from scratch.  -- [[Ketrus]]&lt;br /&gt;
::Either sounds great for me! I've been looking to rework Five Falling Butterflies Style for some time, and second edition has given me some great new ideas for martial arts Charms. I'd certainly like to take part...[[DeathBySurfeit]]&lt;br /&gt;
::Ketrus, have you looked at the styles and tried to convert any? I do not think it as easy as you seem to, nor do I think that &amp;quot;more difficult&amp;quot; is the same as &amp;quot;more valuable&amp;quot;. In fact, I would think that, if there are people in the world who are using these styles and switching editions, they'd appreciate converted styles a lot more than totally new ones. - [[willows]]&lt;br /&gt;
&lt;br /&gt;
:: I concur with Willows. Converted would be more useful at this point. I haven't read Ex2 yet, so I can't help unfortunately, but once I have I would love to help. It &amp;lt;i&amp;gt;should&amp;lt;/i&amp;gt; be fairly straightforward shouldn't it? I guess different costings would be fiddly... [[nikink]]&lt;br /&gt;
::: I've been trying to convert a few of these styles myself, for use in my current chronicle. I've got to say, it's not easy. [[Rafilar]]&lt;br /&gt;
&lt;br /&gt;
::: I'm working on an update to Ashen Calender of Setesh. It's ass of yet, unfinished, but can be seen at [[MartialArts/AshenCalenderofSetesh2E]] - [[haren]]&lt;br /&gt;
&lt;br /&gt;
Funny thing about this is that I've done a conversion for Blossoming Cherry Tree to 2e. Without knowing about this thread. Check it out here - # &amp;lt;b&amp;gt;[[MartialArts/BlossomingCherryTreeStyle2E]]&amp;lt;/b&amp;gt; ^_^&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83159</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83159"/>
				<updated>2010-08-21T11:29:58Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: formatting finished&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----'''''Serene Mourner's Posture'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----'''''Assembly of Vindicated Mourning'''''&lt;br /&gt;
 '''Cost:''' 15 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----'''''Innumerable Offering of Alms'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Reactor&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----'''''River of Faceless Millions'''''&lt;br /&gt;
 '''Cost:''' 4 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive non-charm expenditure of 4 motes in step 2, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them and is not the attacker himself. This allows them to perfectly avoid the attack if their new position places them outside of it.&lt;br /&gt;
----'''''Herald Signals the Alarm'''''&lt;br /&gt;
 '''Cost:''' 3 motes, 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----'''''Harvester of the Devoted Casualty'''''&lt;br /&gt;
 '''Cost:''' 9 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation mutations. They gain one mutation point for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----'''''Memory of Perfect Clarity'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts in any ability are doubled while this Charm is in action (though the essence or willpower granted does not change.)&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----'''''Phalanx of Graven Monuments'''''&lt;br /&gt;
 '''Cost:''' 5 motes, 1 lethal health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their half their Essence rounded up. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Ashen Calendar of Setesh Form'''''&lt;br /&gt;
 '''Cost:''' 1 willpower&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Phalanx of Graven Monuments, Harvester of the Devoted Casualty, River of Faceless Millions, Assembly of Vindicated Mourning&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just separate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----'''''Shepherding Father of the Void'''''&lt;br /&gt;
 '''Cost:''' 15 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 7&lt;br /&gt;
 '''Min. Essence:''' 7&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----'''''Eternal Mother of Emptiness'''''&lt;br /&gt;
 '''Cost:''' 15 motes, 1 willpower, 1 aggravated health level&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 7&lt;br /&gt;
 '''Min. Essence:''' 7&lt;br /&gt;
 '''Prereqs:''' Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83157</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83157"/>
				<updated>2010-08-21T08:53:07Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----'''''Serene Mourner's Posture'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Assembly of Vindicated Mourning&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Serene Mourner's Posture, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Innumerable Offering of Alms&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;River of Faceless Millions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Power without Recognition, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive expenditure of 5 motes, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them. This allows them to perfectly avoid the attack if their new position places them outside of it. It does not count as a dodge or block attempt and therefore can defend against attacks that can't be blocked or dodged.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Herald Signals the Alarm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Harvester of the Devoted Casualty&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Change Sweeps Nations, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation Gifts. They gain one for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memory of Perfect Clarity&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts are doubled while this Charm is in action (though the essence or willpower granted does not change.) This does double dice from Signature Style.&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Phalanx of Graven Monuments&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Splendor Amongst Despair, One complete Celestial Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their Permanent Essence. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Ashen Calendar of Setesh Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Phalanx of Graven Monuments, Harvester of the Devoted Casualty,&lt;br /&gt;
          River of Faceless Millions, Assembly of Vindicated Mourning&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just seperate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shepherding Father of the Void&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Mother of Emptiness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83155</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83155"/>
				<updated>2010-08-21T08:50:47Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor. When any form of the style is empowered, the weapon of that form becomes compatible with all Celestial or Terrestrial Martial Arts the user knows. The weapon of the first three hours is the war fan, with which a mourner might hide their face, and perhaps with that their soft smile of acceptance of fate. With the second set, the knife that could be in the back or used from the shadows, is the weapon of choice. For the seventh, eighth, and ninth hours, the spear or lance shows the power of war. In the glories gone but not forgotten of the last hours, the sword is mightiest and is remembered better than any weapon.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----'''''Serene Mourner's Posture'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Assembly of Vindicated Mourning&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Serene Mourner's Posture, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Innumerable Offering of Alms&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;River of Faceless Millions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Power without Recognition, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive expenditure of 5 motes, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them. This allows them to perfectly avoid the attack if their new position places them outside of it. It does not count as a dodge or block attempt and therefore can defend against attacks that can't be blocked or dodged.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Herald Signals the Alarm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Harvester of the Devoted Casualty&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Change Sweeps Nations, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation Gifts. They gain one for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memory of Perfect Clarity&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts are doubled while this Charm is in action (though the essence or willpower granted does not change.) This does double dice from Signature Style.&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Phalanx of Graven Monuments&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Splendor Amongst Despair, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their Permanent Essence. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Ashen Calendar of Setesh Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Phalanx of Graven Monuments, Harvester of the Devoted Casualty,&lt;br /&gt;
          River of Faceless Millions, Assembly of Vindicated Mourning&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just seperate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shepherding Father of the Void&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Mother of Emptiness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83153</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
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				<updated>2010-08-21T08:16:31Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: adding a Comment section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is not compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----'''''Serene Mourner's Posture'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Assembly of Vindicated Mourning&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Serene Mourner's Posture, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Innumerable Offering of Alms&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;River of Faceless Millions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Power without Recognition, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive expenditure of 5 motes, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them. This allows them to perfectly avoid the attack if their new position places them outside of it. It does not count as a dodge or block attempt and therefore can defend against attacks that can't be blocked or dodged.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Herald Signals the Alarm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Harvester of the Devoted Casualty&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Change Sweeps Nations, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation Gifts. They gain one for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memory of Perfect Clarity&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts are doubled while this Charm is in action (though the essence or willpower granted does not change.) This does double dice from Signature Style.&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Phalanx of Graven Monuments&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Splendor Amongst Despair, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their Permanent Essence. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Ashen Calendar of Setesh Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Phalanx of Graven Monuments, Harvester of the Devoted Casualty,&lt;br /&gt;
          River of Faceless Millions, Assembly of Vindicated Mourning&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just seperate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shepherding Father of the Void&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Mother of Emptiness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;br /&gt;
= Comments =&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
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		<title>MartialArts/AshenCalenderofSetesh2E</title>
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				<updated>2010-08-21T00:09:37Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is not compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Memoirs of Blissful Nostalgia'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
&lt;br /&gt;
''and found herself lost in memory''&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----'''''Serene Mourner's Posture'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memoirs of Blissful Nostalgia&lt;br /&gt;
''for she could not bear its loss''&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Assembly of Vindicated Mourning&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Serene Mourner's Posture, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Innumerable Offering of Alms&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----'''''Power without Recognition'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relevant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;River of Faceless Millions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Power without Recognition, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive expenditure of 5 motes, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them. This allows them to perfectly avoid the attack if their new position places them outside of it. It does not count as a dodge or block attempt and therefore can defend against attacks that can't be blocked or dodged.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Herald Signals the Alarm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----'''''Change Sweeps Nations'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Harvester of the Devoted Casualty&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Change Sweeps Nations, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation Gifts. They gain one for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memory of Perfect Clarity&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts are doubled while this Charm is in action (though the essence or willpower granted does not change.) This does double dice from Signature Style.&lt;br /&gt;
----'''''Splendor Amongst Despair'''''&lt;br /&gt;
 '''Cost:''' --&lt;br /&gt;
 '''Duration:''' Permanent&lt;br /&gt;
 '''Type:''' Permanent&lt;br /&gt;
 '''Keywords:''' Form-type, Obvious&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Phalanx of Graven Monuments&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Splendor Amongst Despair, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their Permanent Essence. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Ashen Calendar of Setesh Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Phalanx of Graven Monuments, Harvester of the Devoted Casualty,&lt;br /&gt;
          River of Faceless Millions, Assembly of Vindicated Mourning&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just seperate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shepherding Father of the Void&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Mother of Emptiness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SiderealMartialArts&amp;diff=83121</id>
		<title>SiderealMartialArts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SiderealMartialArts&amp;diff=83121"/>
				<updated>2010-08-20T23:36:45Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* With Sutras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''[[TerrestrialMartialArts|Terrestrial]] | [[CelestialMartialArts|Celestial]] | '''Sidereal''' | [[UnusualMartialArts|Unusual]] | [[MartialArtsInitiations|Initiations]]'' ===&lt;br /&gt;
&lt;br /&gt;
''Sidereal martial arts are among the most potent Charms in Creation, perhaps matching the power of Solar and Abyssal foes in their specific aptitudes. These secret styles are the aptitude of their Sidereal progenitors, and it is they who most readily benefit from them. Solars may learn such Charms at increased cost, and cannot benefit from the Sutras that further empower Sidereal wielders, and will find making a style at this level difficult, or even impossible. Other Exalts are wholly unable to grasp the nature of such Styles' Essence.''&lt;br /&gt;
&lt;br /&gt;
Back to [[MartialArts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Charms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
=== With Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''Border of Kaleidoscopic Logic Style''' (Understanding) - canon style: ''Scroll of the Monk - Page 111'' (2e)&lt;br /&gt;
;'''Charcoal March of Spiders Style''' (Consumption) - canon style: ''Scroll of the Monk - Page 119'' (2e)&lt;br /&gt;
;'''Citrine Poxes of Contagion Style''' (Decay) - canon style: ''Scroll of the Monk - Page 124'' (2e)&lt;br /&gt;
;'''Obsidian Shards of Infinity Style''' (Reflection) - canon style: ''Scroll of the Monk - Page 129'' (2e)&lt;br /&gt;
;'''Prismatic Arrangement of Creation Style''' (Essence) - canon style: ''Scroll of the Monk - Page 133'' (2e)&lt;br /&gt;
;'''[[MartialArts/PAoC2|Prismatic Arrangement of Creation]]''' (Essence) - canon style: Second edition update by [[IanPrice]]&lt;br /&gt;
;'''Quicksilver Hand of Dreams Style''' (Dreaming) - canon style: ''Scroll of the Monk - Page 138'' (2e)&lt;br /&gt;
;'''Scarlet Patterned Battlefield Style''' (Sacrifice) - canon style: ''Scroll of the Monk - Page 145'' (2e)&lt;br /&gt;
&lt;br /&gt;
;'''[[FrivYeti/AmethystSlayerStyle|Amethyst Slayer Of Trust]]''' (Betrayal) - by [[FrivYeti]]: A style based around using and abusing others.&lt;br /&gt;
;'''[[MartialArts/AshenCalenderofSetesh2E|Ashen Calender of Setesh]]''' (Oblivion) - by [[haren]]: An all form charm style, designed to supplement other styles. (in reworking)&lt;br /&gt;
;'''[[MartialArts/HarmonyUndertheObsidianSunStyle|Harmony Under the Obsidian Sun]]''' (Darkness) - by [[LordLeafar]]: A Style that focuses on darkness, shadows, and the void to a certain extent.&lt;br /&gt;
;'''[[MartialArtsRelay/Cards|Ivory Tableaux of Presumption]]''' (Gambling) - by [[MartialArtsRelay]]: Unfinished relay based on &amp;quot;cards&amp;quot;.&lt;br /&gt;
;'''[[MartialArts/SableDispositionOfBeingStyle|Sable Disposition of Being]]''' (Creativity) - by [[Wordman]]: A style that turns painting into reality, based on an unfinished relay style.&lt;br /&gt;
&lt;br /&gt;
=== Without Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''[[MartialArts2/DancingHandOfMercy|Dancing Hand of Mercy]]''' - by [[willows]]: Kung fu Buddhist ballet. (unfinished)&lt;br /&gt;
&lt;br /&gt;
== First Edition ==&lt;br /&gt;
&lt;br /&gt;
=== With Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''Charcoal March of Spiders Style''' (Consumption) - canon style: ''Sidereal - Page 184'' (1e)&lt;br /&gt;
;'''Citrine Poxes of Contagion Style''' (Decay) - canon style: ''Sidereal - Page 195'' (1e)&lt;br /&gt;
;'''Prismatic Arrangement of Creation Style''' (Essence) - canon style: ''Sidereal - Page 189'' (1e)&lt;br /&gt;
&lt;br /&gt;
;'''[[MartialArts/AmberHawkInFlamesStyle|Amber Hawk in Flames]]''' (Immolation) - by [[FourWillowsWeeping]]: Exploring phoenix imagery.&lt;br /&gt;
;'''[[MartialArts/ArgentWindsOfDesolationStyle|Argent Winds of Desolation]]''' (Submission) - by [[Telgar]]: Bow-based Martial Art based upon control of your opponent&lt;br /&gt;
;'''[[MartialArts/AshenCalenderofSetesh|Ashen Calendar of Setesh]]''' (Oblivion) - by [[haren]]: A style that is Deathlord created as a mockery of Sidereal martial arts.&lt;br /&gt;
;'''[[MartialArts/AshenSkiesofDisasterStyle|Ashen Skies of Disaster]]''' (Disaster) - by [[Shakenzerite]]: Ranged natural disasters&lt;br /&gt;
;'''[[Konpeito/AzureDanceofMindsStyle|Azure Dance of Minds]]''' - by [[Konpeito]]'' : unfinished style based around music.&lt;br /&gt;
;'''[[MartialArts/BistreClashOfIdealsStyle|Bistre Clash of Ideals]]''' (Conflict) - by [[DeadManSeven]]: In the martial arts, conflicts are inevitable, both external and interal.&lt;br /&gt;
;'''[[MartialArts/BlackKnightOfTriumphStyle|Black Knight of Triumph]]''' (Conflict) - by [[DeathBySurfeit]]: A Style inspired by an infamous joining of swords.&lt;br /&gt;
;'''[[BurgerSlave/CelestialConfigurationOfHeavenStyle|Celestial Configuration of Heaven]]''' (Destiny) - by [[BurgerSlave]]: Refines Sidereal control over fate and destiny.&lt;br /&gt;
;'''[[MartialArts/ChromaticElementsOfDragonsStyle|Chromatic Elements of Dragons]]''' - by [[Fifth]]: A Style based off of Prismatic Arrangement of Creation and geared toward the Elemental Dragon Styles&lt;br /&gt;
;'''[[PassengerPigeon/CinereousFlockofRaptorsStyle|Cinereous Flock of Raptors]]''' (Command) - by [[PassengerPigeon]]: A style for people with buddies, or who just like birds.&lt;br /&gt;
;'''[[MartialArts/CinereousWeaveOfLiesStyle|Cinereous Weave of Lies]]''' (Betrayal) - by [[DeadManSeven]]: A style for liars and jaded lovers.&lt;br /&gt;
;'''[[MartialArts/CrimsonDanceoftheLivingBladeStyle|Crimson Dance of the Living Blade]]''' (Steel) by [mailto:adammcgregor@sympatico.ca [[ObsidianTank]]]: Requires mastery of Violet Bier of Sorrows Style, and extends the scope of the preceeding Celestial Style.&lt;br /&gt;
;'''[[MartialArts/CrimsonThicketOfBambooStyle|Crimson Thicket of Bamboo]]''' (Growth) - by [[Quendalon]]: A blatant, dramatic style for those who like things big.&lt;br /&gt;
;'''[[MartialArts/DiamondWeaveOfDestinyStyle|Diamond Weave of Destiny]]''' (Fate) - by [[Quendalon]]: Using fate as a weapon.&lt;br /&gt;
;'''[[FiatVictrix/Weave|Diamond Weave of Destiny 2]]''' (Fate) - by [[FiatVictrix]]: An alternate version of the previous style.&lt;br /&gt;
;'''[[MartialArts/EffulgentLubricationOfSinewsStyle|Effulgent Lubrication of Sinews]]''' (Carnality) - by [[WaiyaddoNoDan]]: A languid, almost decadent martial arts style. It centers on pleasure, distraction, sex, and birth.&lt;br /&gt;
;'''[[MartialArts/EightStormStyle|Eight Storm]]''' (Self) - by [[Telgar]]: Mastery of the internal Essence flows, the body and the mind. Based on the eight chakras.&lt;br /&gt;
;'''[[MartialArts/WindmillStyle|The Facets of the Moving Windmill]]''' (Development) - by [[TheHangedMan]]: A Style which focuses on the three fundamental aspects of life: Growth, Stasis, Decay.&lt;br /&gt;
;'''[[MartialArts/FivefoldDragonMasterStyle|Fivefold Dragon Master]]''' (Elemental Dragons) - by [mailto:mark@markandtanya.us Sumocat]: A Sidereal trancension of the Immaculate Martial Arts.&lt;br /&gt;
;'''[[MartialArts/ForceOfLifeStyle|Force of Life]]''' (Life) - by [[DualMegami]]: Vim&lt;br /&gt;
;'''[[MartialArts/GarnetScalesofTheKingsStyle|Garnet Scales of the Kings]]''' (Dragon Kings) - by [[Shakenzerite]]: A style based on lessons learned from the Dragon Kings.&lt;br /&gt;
;'''[[MartialArts/KaleidoscopicDriftOfConceptsStyle|Kaleidoscopic Drift of Concepts]]''' (Change) - by [[DeadManSeven]]: A subtle style that focuses on subtle change for grand effect.&lt;br /&gt;
;'''[[MartialArtsRelay/LucentGuardianintheNightSky|Lucent Guardian in the Night Sky]]''' (Astrology) - by [[MartialArtsRelay]]: A warstrider-based astrology style.&lt;br /&gt;
;'''[[MartialArts/MasteryOfTheSacredWindStyle|Mastery of theSacred Wind]]''' (virtues) - by [[Issaru]]: A sidereal style concentrating on cultivating all virtues.&lt;br /&gt;
;'''[[MartialArts/MonochromeStormofButterflies|Monochrome Storm of Butterflies]]''' (Transience) - by [[Capric]]: A really flashy style based around butterflies, undead hordes, and curtain fire shooters.&lt;br /&gt;
;'''[[MartialArts/ObsidianStormofSorrowsStyle|Obsidian Storm of Sorrows]]''' (Death) - by [[Shin]]: A Sidereal level style that emulates death and the silent touch of the grave, designed for assasin types with miscellaneous stealth-boosting charms. A work in progress. Listed up to the Form Charm. &lt;br /&gt;
;'''[[MartialArts/ObsidianTableauxOfNihility|Obsidian Tableaux of Nihility]]''' (Elsewhere) - by [[DeadManSeven]]: Unfinished.&lt;br /&gt;
;'''[[MartialArts/PerseWindsOfMidnightStyle|Perse Winds of Midnight]]''' (The Hunt) - by [[DeadManSeven]]: A predatory style that mutes the idea of distance.&lt;br /&gt;
;'''[[GregLink/RelentlessPursuitofPerfectionStyle|Relentless Pursuit of Perfection]]''' (Perfection) - by [[GregLink]]: A style demanding only true perfectio.&lt;br /&gt;
;'''[[MartialArts/RoilingVernalTempestStyle|Roiling Vernal Tempest]]''' (Passion) - by [[FourWillowsWeeping]]: A style based on the inherent contradiction of spring.&lt;br /&gt;
;'''[[MartialArtsRelay/SableEvocationOfImage|Sable Evocation of Image]]''' (Painting) - by [[MartialArtsRelay]]: Unfinished relay based on &amp;quot;portraits&amp;quot;.&lt;br /&gt;
;'''[[MartialArts/SableIneffabilityOfNocturnesStyle|Sable Ineffability of Nocturnes]]''' (Sorrows) - by [[Wohksworth]]: An Orphean Style of love lost.&lt;br /&gt;
;'''[[Quendalon/IdeaPile|Sapphire Daiklave of Severance]]''' (Division) - by [[Quendalon]]: Notes on a style for cutting away both matter and abstractions.&lt;br /&gt;
;'''[[MartialArts/ThreefoldWaysofTormentStyle|Threefold Ways of Torment]]''' (Suffering) - by [[Loveablehydra]]: An elder level style developed to   teach the fundamental nature of being exalted.&lt;br /&gt;
;'''[[MartialArts/VerdantBreathOfSeasonsStyle|Verdant Breath of Seasons]]''' (Time) - by [[AlecAustin]]: A style based on unifying the power of the four seasons with that of Calibration.&lt;br /&gt;
;'''[[MartialArts/VerdantPathofSerpantsStyle|Verdant Path of Serpents]]''' (Balance) - by [mailto:cplines@learnlink.emory.edu [[Alienated_One]]]: A serpentine tree composed of effects including those venomous and regenerative.&lt;br /&gt;
;'''[[MartialArts/VermeilSnareOfPerfectionStyle|Vermeil Snare of Perfection]]''' (Desire) - by [[DeadManSeven]]: A style that explores the similarities of love and bondage.&lt;br /&gt;
;'''[[MartialArts/VermilionCavalcadeofMomentsStyle|Vermilion Cavalcade of Moments]]''' (Motion) - by [[Kurulham]]: A style based on the idea of time as discrete. In progress.&lt;br /&gt;
;'''[[MartialArts/ViridianMantleOfInnovationStyle|Viridian Mantle of Innovation]]''' (Understanding) - by [[OhJames]]: This style operates on the principle that all thinking creatures project a stream of consciousness from their crown chakras. This stream of Essence is what allows for creativity and thought. By blocking, diverting, or widening the stream, a skilled martial artist may meddle with the mental faculties of his opponents.&lt;br /&gt;
;'''[[MartialArts/WhiteAegisOfTheGuardianStyle|White Aegis of the Guardian]]''' (Protection) - by [[DeadManSeven]]: A style for defending your allies.&lt;br /&gt;
;'''[[MartialArts/WhiteVeiledGardenerStyle|White-Veiled Gardener]]''' (Selection) - by [[DeathBySurfeit]]: A style focused on the selfabsorbed pruning of destiny, and the fallibility of such efforts.&lt;br /&gt;
&lt;br /&gt;
=== Without Sutras ===&lt;br /&gt;
;'''[[MartialArts/AchromaticLexiconOfCreationStyle|Achromatic Lexicon Of Creation]]''' - by [[DeathBySurfeit]]: A forgotten style based on narrative weight, influenced by shaping combat.&lt;br /&gt;
;'''[[MartialArts/BlackExpectorationOfBlasphemyStyle|Black Expectoration of Blasphemy]]''' - by [[Telgar]]: A fairly rare style shunned for its dark reputation and disrespectful nature, the Blasphemy Style strips away its opponent's fortune and skill.&lt;br /&gt;
;'''[[MartialArts/DarkenedArtOfEmptinessStyle|Darkened Art of Emptiness]]''' (Emptiness) - by [[BogMod]]: An abandoned style focused on the principal of emptiness.&lt;br /&gt;
;'''[[KitBox/DistantImmaterialTouchStyle|Distant Immaterial Touch]]''' - by [[KitBox]]'' : An unfinished style based on the indirect transfer of energy through a medium.&lt;br /&gt;
;'''[[MartialArts/EmeraldDreamsoftheWyldStyle|Emerald Dreams of the Wyld]]''' - by Thinker: A coordinated arrangement which amplifies the user's power over Chaos.&lt;br /&gt;
;'''[[MartialArts/FourfoldMasteroftheBeastsStyle|Fourfold Master of the Beasts]]''' - by [[Sabis]]: An advanced Martial Arts style designed for Lunars, as the Imaculater arts were for Dragon Blooded.&lt;br /&gt;
;'''[[MartialArts/GreenSunStyle|Green Sun]]''' - by [[AliasiSudonomo]]: A Demon-hunting Martial Art that evokes the very thing it is designed to fight.&lt;br /&gt;
;'''[[MartialArts/KaleidoscopicMasteryofElementsStyle|Kaleidoscopic Mastery of Elements]]''' - by Thinker: A Sidereal-level continuation of the Immaculate Paths' elemental empowerment.&lt;br /&gt;
;'''[[MartialArts/SevenLeapingDragonStyle|Seven Leaping Dragon]]''' - by [mailto:zanbatou@hotmail.com demontongue]: Designed by Sidereals to test the limits of Solar power.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SiderealMartialArts&amp;diff=83119</id>
		<title>SiderealMartialArts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SiderealMartialArts&amp;diff=83119"/>
				<updated>2010-08-20T23:35:33Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* With Sutras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''[[TerrestrialMartialArts|Terrestrial]] | [[CelestialMartialArts|Celestial]] | '''Sidereal''' | [[UnusualMartialArts|Unusual]] | [[MartialArtsInitiations|Initiations]]'' ===&lt;br /&gt;
&lt;br /&gt;
''Sidereal martial arts are among the most potent Charms in Creation, perhaps matching the power of Solar and Abyssal foes in their specific aptitudes. These secret styles are the aptitude of their Sidereal progenitors, and it is they who most readily benefit from them. Solars may learn such Charms at increased cost, and cannot benefit from the Sutras that further empower Sidereal wielders, and will find making a style at this level difficult, or even impossible. Other Exalts are wholly unable to grasp the nature of such Styles' Essence.''&lt;br /&gt;
&lt;br /&gt;
Back to [[MartialArts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Charms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
=== With Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''Border of Kaleidoscopic Logic Style''' (Understanding) - canon style: ''Scroll of the Monk - Page 111'' (2e)&lt;br /&gt;
;'''Charcoal March of Spiders Style''' (Consumption) - canon style: ''Scroll of the Monk - Page 119'' (2e)&lt;br /&gt;
;'''Citrine Poxes of Contagion Style''' (Decay) - canon style: ''Scroll of the Monk - Page 124'' (2e)&lt;br /&gt;
;'''Obsidian Shards of Infinity Style''' (Reflection) - canon style: ''Scroll of the Monk - Page 129'' (2e)&lt;br /&gt;
;'''Prismatic Arrangement of Creation Style''' (Essence) - canon style: ''Scroll of the Monk - Page 133'' (2e)&lt;br /&gt;
;'''[[MartialArts/PAoC2|Prismatic Arrangement of Creation]]''' (Essence) - canon style: Second edition update by [[IanPrice]]&lt;br /&gt;
;'''Quicksilver Hand of Dreams Style''' (Dreaming) - canon style: ''Scroll of the Monk - Page 138'' (2e)&lt;br /&gt;
;'''Scarlet Patterned Battlefield Style''' (Sacrifice) - canon style: ''Scroll of the Monk - Page 145'' (2e)&lt;br /&gt;
&lt;br /&gt;
;'''[[FrivYeti/AmethystSlayerStyle|Amethyst Slayer Of Trust]]''' (Betrayal) - by [[FrivYeti]]: A style based around using and abusing others.&lt;br /&gt;
;'''[[MartialArts/AshenCalenderofSetesh2E|Ashen Calender of Setesh]]''' (Oblivion) - by [[haren]]: An all form charm style, designed to supplement other styles.&lt;br /&gt;
;'''[[MartialArts/HarmonyUndertheObsidianSunStyle|Harmony Under the Obsidian Sun]]''' (Darkness) - by [[LordLeafar]]: A Style that focuses on darkness, shadows, and the void to a certain extent.&lt;br /&gt;
;'''[[MartialArtsRelay/Cards|Ivory Tableaux of Presumption]]''' (Gambling) - by [[MartialArtsRelay]]: Unfinished relay based on &amp;quot;cards&amp;quot;.&lt;br /&gt;
;'''[[MartialArts/SableDispositionOfBeingStyle|Sable Disposition of Being]]''' (Creativity) - by [[Wordman]]: A style that turns painting into reality, based on an unfinished relay style.&lt;br /&gt;
&lt;br /&gt;
=== Without Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''[[MartialArts2/DancingHandOfMercy|Dancing Hand of Mercy]]''' - by [[willows]]: Kung fu Buddhist ballet. (unfinished)&lt;br /&gt;
&lt;br /&gt;
== First Edition ==&lt;br /&gt;
&lt;br /&gt;
=== With Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''Charcoal March of Spiders Style''' (Consumption) - canon style: ''Sidereal - Page 184'' (1e)&lt;br /&gt;
;'''Citrine Poxes of Contagion Style''' (Decay) - canon style: ''Sidereal - Page 195'' (1e)&lt;br /&gt;
;'''Prismatic Arrangement of Creation Style''' (Essence) - canon style: ''Sidereal - Page 189'' (1e)&lt;br /&gt;
&lt;br /&gt;
;'''[[MartialArts/AmberHawkInFlamesStyle|Amber Hawk in Flames]]''' (Immolation) - by [[FourWillowsWeeping]]: Exploring phoenix imagery.&lt;br /&gt;
;'''[[MartialArts/ArgentWindsOfDesolationStyle|Argent Winds of Desolation]]''' (Submission) - by [[Telgar]]: Bow-based Martial Art based upon control of your opponent&lt;br /&gt;
;'''[[MartialArts/AshenCalenderofSetesh|Ashen Calendar of Setesh]]''' (Oblivion) - by [[haren]]: A style that is Deathlord created as a mockery of Sidereal martial arts.&lt;br /&gt;
;'''[[MartialArts/AshenSkiesofDisasterStyle|Ashen Skies of Disaster]]''' (Disaster) - by [[Shakenzerite]]: Ranged natural disasters&lt;br /&gt;
;'''[[Konpeito/AzureDanceofMindsStyle|Azure Dance of Minds]]''' - by [[Konpeito]]'' : unfinished style based around music.&lt;br /&gt;
;'''[[MartialArts/BistreClashOfIdealsStyle|Bistre Clash of Ideals]]''' (Conflict) - by [[DeadManSeven]]: In the martial arts, conflicts are inevitable, both external and interal.&lt;br /&gt;
;'''[[MartialArts/BlackKnightOfTriumphStyle|Black Knight of Triumph]]''' (Conflict) - by [[DeathBySurfeit]]: A Style inspired by an infamous joining of swords.&lt;br /&gt;
;'''[[BurgerSlave/CelestialConfigurationOfHeavenStyle|Celestial Configuration of Heaven]]''' (Destiny) - by [[BurgerSlave]]: Refines Sidereal control over fate and destiny.&lt;br /&gt;
;'''[[MartialArts/ChromaticElementsOfDragonsStyle|Chromatic Elements of Dragons]]''' - by [[Fifth]]: A Style based off of Prismatic Arrangement of Creation and geared toward the Elemental Dragon Styles&lt;br /&gt;
;'''[[PassengerPigeon/CinereousFlockofRaptorsStyle|Cinereous Flock of Raptors]]''' (Command) - by [[PassengerPigeon]]: A style for people with buddies, or who just like birds.&lt;br /&gt;
;'''[[MartialArts/CinereousWeaveOfLiesStyle|Cinereous Weave of Lies]]''' (Betrayal) - by [[DeadManSeven]]: A style for liars and jaded lovers.&lt;br /&gt;
;'''[[MartialArts/CrimsonDanceoftheLivingBladeStyle|Crimson Dance of the Living Blade]]''' (Steel) by [mailto:adammcgregor@sympatico.ca [[ObsidianTank]]]: Requires mastery of Violet Bier of Sorrows Style, and extends the scope of the preceeding Celestial Style.&lt;br /&gt;
;'''[[MartialArts/CrimsonThicketOfBambooStyle|Crimson Thicket of Bamboo]]''' (Growth) - by [[Quendalon]]: A blatant, dramatic style for those who like things big.&lt;br /&gt;
;'''[[MartialArts/DiamondWeaveOfDestinyStyle|Diamond Weave of Destiny]]''' (Fate) - by [[Quendalon]]: Using fate as a weapon.&lt;br /&gt;
;'''[[FiatVictrix/Weave|Diamond Weave of Destiny 2]]''' (Fate) - by [[FiatVictrix]]: An alternate version of the previous style.&lt;br /&gt;
;'''[[MartialArts/EffulgentLubricationOfSinewsStyle|Effulgent Lubrication of Sinews]]''' (Carnality) - by [[WaiyaddoNoDan]]: A languid, almost decadent martial arts style. It centers on pleasure, distraction, sex, and birth.&lt;br /&gt;
;'''[[MartialArts/EightStormStyle|Eight Storm]]''' (Self) - by [[Telgar]]: Mastery of the internal Essence flows, the body and the mind. Based on the eight chakras.&lt;br /&gt;
;'''[[MartialArts/WindmillStyle|The Facets of the Moving Windmill]]''' (Development) - by [[TheHangedMan]]: A Style which focuses on the three fundamental aspects of life: Growth, Stasis, Decay.&lt;br /&gt;
;'''[[MartialArts/FivefoldDragonMasterStyle|Fivefold Dragon Master]]''' (Elemental Dragons) - by [mailto:mark@markandtanya.us Sumocat]: A Sidereal trancension of the Immaculate Martial Arts.&lt;br /&gt;
;'''[[MartialArts/ForceOfLifeStyle|Force of Life]]''' (Life) - by [[DualMegami]]: Vim&lt;br /&gt;
;'''[[MartialArts/GarnetScalesofTheKingsStyle|Garnet Scales of the Kings]]''' (Dragon Kings) - by [[Shakenzerite]]: A style based on lessons learned from the Dragon Kings.&lt;br /&gt;
;'''[[MartialArts/KaleidoscopicDriftOfConceptsStyle|Kaleidoscopic Drift of Concepts]]''' (Change) - by [[DeadManSeven]]: A subtle style that focuses on subtle change for grand effect.&lt;br /&gt;
;'''[[MartialArtsRelay/LucentGuardianintheNightSky|Lucent Guardian in the Night Sky]]''' (Astrology) - by [[MartialArtsRelay]]: A warstrider-based astrology style.&lt;br /&gt;
;'''[[MartialArts/MasteryOfTheSacredWindStyle|Mastery of theSacred Wind]]''' (virtues) - by [[Issaru]]: A sidereal style concentrating on cultivating all virtues.&lt;br /&gt;
;'''[[MartialArts/MonochromeStormofButterflies|Monochrome Storm of Butterflies]]''' (Transience) - by [[Capric]]: A really flashy style based around butterflies, undead hordes, and curtain fire shooters.&lt;br /&gt;
;'''[[MartialArts/ObsidianStormofSorrowsStyle|Obsidian Storm of Sorrows]]''' (Death) - by [[Shin]]: A Sidereal level style that emulates death and the silent touch of the grave, designed for assasin types with miscellaneous stealth-boosting charms. A work in progress. Listed up to the Form Charm. &lt;br /&gt;
;'''[[MartialArts/ObsidianTableauxOfNihility|Obsidian Tableaux of Nihility]]''' (Elsewhere) - by [[DeadManSeven]]: Unfinished.&lt;br /&gt;
;'''[[MartialArts/PerseWindsOfMidnightStyle|Perse Winds of Midnight]]''' (The Hunt) - by [[DeadManSeven]]: A predatory style that mutes the idea of distance.&lt;br /&gt;
;'''[[GregLink/RelentlessPursuitofPerfectionStyle|Relentless Pursuit of Perfection]]''' (Perfection) - by [[GregLink]]: A style demanding only true perfectio.&lt;br /&gt;
;'''[[MartialArts/RoilingVernalTempestStyle|Roiling Vernal Tempest]]''' (Passion) - by [[FourWillowsWeeping]]: A style based on the inherent contradiction of spring.&lt;br /&gt;
;'''[[MartialArtsRelay/SableEvocationOfImage|Sable Evocation of Image]]''' (Painting) - by [[MartialArtsRelay]]: Unfinished relay based on &amp;quot;portraits&amp;quot;.&lt;br /&gt;
;'''[[MartialArts/SableIneffabilityOfNocturnesStyle|Sable Ineffability of Nocturnes]]''' (Sorrows) - by [[Wohksworth]]: An Orphean Style of love lost.&lt;br /&gt;
;'''[[Quendalon/IdeaPile|Sapphire Daiklave of Severance]]''' (Division) - by [[Quendalon]]: Notes on a style for cutting away both matter and abstractions.&lt;br /&gt;
;'''[[MartialArts/ThreefoldWaysofTormentStyle|Threefold Ways of Torment]]''' (Suffering) - by [[Loveablehydra]]: An elder level style developed to   teach the fundamental nature of being exalted.&lt;br /&gt;
;'''[[MartialArts/VerdantBreathOfSeasonsStyle|Verdant Breath of Seasons]]''' (Time) - by [[AlecAustin]]: A style based on unifying the power of the four seasons with that of Calibration.&lt;br /&gt;
;'''[[MartialArts/VerdantPathofSerpantsStyle|Verdant Path of Serpents]]''' (Balance) - by [mailto:cplines@learnlink.emory.edu [[Alienated_One]]]: A serpentine tree composed of effects including those venomous and regenerative.&lt;br /&gt;
;'''[[MartialArts/VermeilSnareOfPerfectionStyle|Vermeil Snare of Perfection]]''' (Desire) - by [[DeadManSeven]]: A style that explores the similarities of love and bondage.&lt;br /&gt;
;'''[[MartialArts/VermilionCavalcadeofMomentsStyle|Vermilion Cavalcade of Moments]]''' (Motion) - by [[Kurulham]]: A style based on the idea of time as discrete. In progress.&lt;br /&gt;
;'''[[MartialArts/ViridianMantleOfInnovationStyle|Viridian Mantle of Innovation]]''' (Understanding) - by [[OhJames]]: This style operates on the principle that all thinking creatures project a stream of consciousness from their crown chakras. This stream of Essence is what allows for creativity and thought. By blocking, diverting, or widening the stream, a skilled martial artist may meddle with the mental faculties of his opponents.&lt;br /&gt;
;'''[[MartialArts/WhiteAegisOfTheGuardianStyle|White Aegis of the Guardian]]''' (Protection) - by [[DeadManSeven]]: A style for defending your allies.&lt;br /&gt;
;'''[[MartialArts/WhiteVeiledGardenerStyle|White-Veiled Gardener]]''' (Selection) - by [[DeathBySurfeit]]: A style focused on the selfabsorbed pruning of destiny, and the fallibility of such efforts.&lt;br /&gt;
&lt;br /&gt;
=== Without Sutras ===&lt;br /&gt;
;'''[[MartialArts/AchromaticLexiconOfCreationStyle|Achromatic Lexicon Of Creation]]''' - by [[DeathBySurfeit]]: A forgotten style based on narrative weight, influenced by shaping combat.&lt;br /&gt;
;'''[[MartialArts/BlackExpectorationOfBlasphemyStyle|Black Expectoration of Blasphemy]]''' - by [[Telgar]]: A fairly rare style shunned for its dark reputation and disrespectful nature, the Blasphemy Style strips away its opponent's fortune and skill.&lt;br /&gt;
;'''[[MartialArts/DarkenedArtOfEmptinessStyle|Darkened Art of Emptiness]]''' (Emptiness) - by [[BogMod]]: An abandoned style focused on the principal of emptiness.&lt;br /&gt;
;'''[[KitBox/DistantImmaterialTouchStyle|Distant Immaterial Touch]]''' - by [[KitBox]]'' : An unfinished style based on the indirect transfer of energy through a medium.&lt;br /&gt;
;'''[[MartialArts/EmeraldDreamsoftheWyldStyle|Emerald Dreams of the Wyld]]''' - by Thinker: A coordinated arrangement which amplifies the user's power over Chaos.&lt;br /&gt;
;'''[[MartialArts/FourfoldMasteroftheBeastsStyle|Fourfold Master of the Beasts]]''' - by [[Sabis]]: An advanced Martial Arts style designed for Lunars, as the Imaculater arts were for Dragon Blooded.&lt;br /&gt;
;'''[[MartialArts/GreenSunStyle|Green Sun]]''' - by [[AliasiSudonomo]]: A Demon-hunting Martial Art that evokes the very thing it is designed to fight.&lt;br /&gt;
;'''[[MartialArts/KaleidoscopicMasteryofElementsStyle|Kaleidoscopic Mastery of Elements]]''' - by Thinker: A Sidereal-level continuation of the Immaculate Paths' elemental empowerment.&lt;br /&gt;
;'''[[MartialArts/SevenLeapingDragonStyle|Seven Leaping Dragon]]''' - by [mailto:zanbatou@hotmail.com demontongue]: Designed by Sidereals to test the limits of Solar power.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SiderealMartialArts&amp;diff=83117</id>
		<title>SiderealMartialArts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SiderealMartialArts&amp;diff=83117"/>
				<updated>2010-08-20T23:35:02Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* With Sutras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ''[[TerrestrialMartialArts|Terrestrial]] | [[CelestialMartialArts|Celestial]] | '''Sidereal''' | [[UnusualMartialArts|Unusual]] | [[MartialArtsInitiations|Initiations]]'' ===&lt;br /&gt;
&lt;br /&gt;
''Sidereal martial arts are among the most potent Charms in Creation, perhaps matching the power of Solar and Abyssal foes in their specific aptitudes. These secret styles are the aptitude of their Sidereal progenitors, and it is they who most readily benefit from them. Solars may learn such Charms at increased cost, and cannot benefit from the Sutras that further empower Sidereal wielders, and will find making a style at this level difficult, or even impossible. Other Exalts are wholly unable to grasp the nature of such Styles' Essence.''&lt;br /&gt;
&lt;br /&gt;
Back to [[MartialArts]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Charms]]&lt;br /&gt;
&lt;br /&gt;
== Second Edition ==&lt;br /&gt;
&lt;br /&gt;
=== With Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''Border of Kaleidoscopic Logic Style''' (Understanding) - canon style: ''Scroll of the Monk - Page 111'' (2e)&lt;br /&gt;
;'''Charcoal March of Spiders Style''' (Consumption) - canon style: ''Scroll of the Monk - Page 119'' (2e)&lt;br /&gt;
;'''Citrine Poxes of Contagion Style''' (Decay) - canon style: ''Scroll of the Monk - Page 124'' (2e)&lt;br /&gt;
;'''Obsidian Shards of Infinity Style''' (Reflection) - canon style: ''Scroll of the Monk - Page 129'' (2e)&lt;br /&gt;
;'''Prismatic Arrangement of Creation Style''' (Essence) - canon style: ''Scroll of the Monk - Page 133'' (2e)&lt;br /&gt;
;'''[[MartialArts/PAoC2|Prismatic Arrangement of Creation]]''' (Essence) - canon style: Second edition update by [[IanPrice]]&lt;br /&gt;
;'''Quicksilver Hand of Dreams Style''' (Dreaming) - canon style: ''Scroll of the Monk - Page 138'' (2e)&lt;br /&gt;
;'''Scarlet Patterned Battlefield Style''' (Sacrifice) - canon style: ''Scroll of the Monk - Page 145'' (2e)&lt;br /&gt;
&lt;br /&gt;
;'''[[FrivYeti/AmethystSlayerStyle|Amethyst Slayer Of Trust]]''' (Betrayal) - by [[FrivYeti]]: A style based around using and abusing others.&lt;br /&gt;
;'''[[MartialArts/AshenCalenderofSetesh2E|Ashen Calender of Setesh]''' (Oblivion) - by [[haren]]: An all form charm style, designed to supplement other styles.&lt;br /&gt;
;'''[[MartialArts/HarmonyUndertheObsidianSunStyle|Harmony Under the Obsidian Sun]]''' (Darkness) - by [[LordLeafar]]: A Style that focuses on darkness, shadows, and the void to a certain extent.&lt;br /&gt;
;'''[[MartialArtsRelay/Cards|Ivory Tableaux of Presumption]]''' (Gambling) - by [[MartialArtsRelay]]: Unfinished relay based on &amp;quot;cards&amp;quot;.&lt;br /&gt;
;'''[[MartialArts/SableDispositionOfBeingStyle|Sable Disposition of Being]]''' (Creativity) - by [[Wordman]]: A style that turns painting into reality, based on an unfinished relay style.&lt;br /&gt;
&lt;br /&gt;
=== Without Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''[[MartialArts2/DancingHandOfMercy|Dancing Hand of Mercy]]''' - by [[willows]]: Kung fu Buddhist ballet. (unfinished)&lt;br /&gt;
&lt;br /&gt;
== First Edition ==&lt;br /&gt;
&lt;br /&gt;
=== With Sutras ===&lt;br /&gt;
&lt;br /&gt;
;'''Charcoal March of Spiders Style''' (Consumption) - canon style: ''Sidereal - Page 184'' (1e)&lt;br /&gt;
;'''Citrine Poxes of Contagion Style''' (Decay) - canon style: ''Sidereal - Page 195'' (1e)&lt;br /&gt;
;'''Prismatic Arrangement of Creation Style''' (Essence) - canon style: ''Sidereal - Page 189'' (1e)&lt;br /&gt;
&lt;br /&gt;
;'''[[MartialArts/AmberHawkInFlamesStyle|Amber Hawk in Flames]]''' (Immolation) - by [[FourWillowsWeeping]]: Exploring phoenix imagery.&lt;br /&gt;
;'''[[MartialArts/ArgentWindsOfDesolationStyle|Argent Winds of Desolation]]''' (Submission) - by [[Telgar]]: Bow-based Martial Art based upon control of your opponent&lt;br /&gt;
;'''[[MartialArts/AshenCalenderofSetesh|Ashen Calendar of Setesh]]''' (Oblivion) - by [[haren]]: A style that is Deathlord created as a mockery of Sidereal martial arts.&lt;br /&gt;
;'''[[MartialArts/AshenSkiesofDisasterStyle|Ashen Skies of Disaster]]''' (Disaster) - by [[Shakenzerite]]: Ranged natural disasters&lt;br /&gt;
;'''[[Konpeito/AzureDanceofMindsStyle|Azure Dance of Minds]]''' - by [[Konpeito]]'' : unfinished style based around music.&lt;br /&gt;
;'''[[MartialArts/BistreClashOfIdealsStyle|Bistre Clash of Ideals]]''' (Conflict) - by [[DeadManSeven]]: In the martial arts, conflicts are inevitable, both external and interal.&lt;br /&gt;
;'''[[MartialArts/BlackKnightOfTriumphStyle|Black Knight of Triumph]]''' (Conflict) - by [[DeathBySurfeit]]: A Style inspired by an infamous joining of swords.&lt;br /&gt;
;'''[[BurgerSlave/CelestialConfigurationOfHeavenStyle|Celestial Configuration of Heaven]]''' (Destiny) - by [[BurgerSlave]]: Refines Sidereal control over fate and destiny.&lt;br /&gt;
;'''[[MartialArts/ChromaticElementsOfDragonsStyle|Chromatic Elements of Dragons]]''' - by [[Fifth]]: A Style based off of Prismatic Arrangement of Creation and geared toward the Elemental Dragon Styles&lt;br /&gt;
;'''[[PassengerPigeon/CinereousFlockofRaptorsStyle|Cinereous Flock of Raptors]]''' (Command) - by [[PassengerPigeon]]: A style for people with buddies, or who just like birds.&lt;br /&gt;
;'''[[MartialArts/CinereousWeaveOfLiesStyle|Cinereous Weave of Lies]]''' (Betrayal) - by [[DeadManSeven]]: A style for liars and jaded lovers.&lt;br /&gt;
;'''[[MartialArts/CrimsonDanceoftheLivingBladeStyle|Crimson Dance of the Living Blade]]''' (Steel) by [mailto:adammcgregor@sympatico.ca [[ObsidianTank]]]: Requires mastery of Violet Bier of Sorrows Style, and extends the scope of the preceeding Celestial Style.&lt;br /&gt;
;'''[[MartialArts/CrimsonThicketOfBambooStyle|Crimson Thicket of Bamboo]]''' (Growth) - by [[Quendalon]]: A blatant, dramatic style for those who like things big.&lt;br /&gt;
;'''[[MartialArts/DiamondWeaveOfDestinyStyle|Diamond Weave of Destiny]]''' (Fate) - by [[Quendalon]]: Using fate as a weapon.&lt;br /&gt;
;'''[[FiatVictrix/Weave|Diamond Weave of Destiny 2]]''' (Fate) - by [[FiatVictrix]]: An alternate version of the previous style.&lt;br /&gt;
;'''[[MartialArts/EffulgentLubricationOfSinewsStyle|Effulgent Lubrication of Sinews]]''' (Carnality) - by [[WaiyaddoNoDan]]: A languid, almost decadent martial arts style. It centers on pleasure, distraction, sex, and birth.&lt;br /&gt;
;'''[[MartialArts/EightStormStyle|Eight Storm]]''' (Self) - by [[Telgar]]: Mastery of the internal Essence flows, the body and the mind. Based on the eight chakras.&lt;br /&gt;
;'''[[MartialArts/WindmillStyle|The Facets of the Moving Windmill]]''' (Development) - by [[TheHangedMan]]: A Style which focuses on the three fundamental aspects of life: Growth, Stasis, Decay.&lt;br /&gt;
;'''[[MartialArts/FivefoldDragonMasterStyle|Fivefold Dragon Master]]''' (Elemental Dragons) - by [mailto:mark@markandtanya.us Sumocat]: A Sidereal trancension of the Immaculate Martial Arts.&lt;br /&gt;
;'''[[MartialArts/ForceOfLifeStyle|Force of Life]]''' (Life) - by [[DualMegami]]: Vim&lt;br /&gt;
;'''[[MartialArts/GarnetScalesofTheKingsStyle|Garnet Scales of the Kings]]''' (Dragon Kings) - by [[Shakenzerite]]: A style based on lessons learned from the Dragon Kings.&lt;br /&gt;
;'''[[MartialArts/KaleidoscopicDriftOfConceptsStyle|Kaleidoscopic Drift of Concepts]]''' (Change) - by [[DeadManSeven]]: A subtle style that focuses on subtle change for grand effect.&lt;br /&gt;
;'''[[MartialArtsRelay/LucentGuardianintheNightSky|Lucent Guardian in the Night Sky]]''' (Astrology) - by [[MartialArtsRelay]]: A warstrider-based astrology style.&lt;br /&gt;
;'''[[MartialArts/MasteryOfTheSacredWindStyle|Mastery of theSacred Wind]]''' (virtues) - by [[Issaru]]: A sidereal style concentrating on cultivating all virtues.&lt;br /&gt;
;'''[[MartialArts/MonochromeStormofButterflies|Monochrome Storm of Butterflies]]''' (Transience) - by [[Capric]]: A really flashy style based around butterflies, undead hordes, and curtain fire shooters.&lt;br /&gt;
;'''[[MartialArts/ObsidianStormofSorrowsStyle|Obsidian Storm of Sorrows]]''' (Death) - by [[Shin]]: A Sidereal level style that emulates death and the silent touch of the grave, designed for assasin types with miscellaneous stealth-boosting charms. A work in progress. Listed up to the Form Charm. &lt;br /&gt;
;'''[[MartialArts/ObsidianTableauxOfNihility|Obsidian Tableaux of Nihility]]''' (Elsewhere) - by [[DeadManSeven]]: Unfinished.&lt;br /&gt;
;'''[[MartialArts/PerseWindsOfMidnightStyle|Perse Winds of Midnight]]''' (The Hunt) - by [[DeadManSeven]]: A predatory style that mutes the idea of distance.&lt;br /&gt;
;'''[[GregLink/RelentlessPursuitofPerfectionStyle|Relentless Pursuit of Perfection]]''' (Perfection) - by [[GregLink]]: A style demanding only true perfectio.&lt;br /&gt;
;'''[[MartialArts/RoilingVernalTempestStyle|Roiling Vernal Tempest]]''' (Passion) - by [[FourWillowsWeeping]]: A style based on the inherent contradiction of spring.&lt;br /&gt;
;'''[[MartialArtsRelay/SableEvocationOfImage|Sable Evocation of Image]]''' (Painting) - by [[MartialArtsRelay]]: Unfinished relay based on &amp;quot;portraits&amp;quot;.&lt;br /&gt;
;'''[[MartialArts/SableIneffabilityOfNocturnesStyle|Sable Ineffability of Nocturnes]]''' (Sorrows) - by [[Wohksworth]]: An Orphean Style of love lost.&lt;br /&gt;
;'''[[Quendalon/IdeaPile|Sapphire Daiklave of Severance]]''' (Division) - by [[Quendalon]]: Notes on a style for cutting away both matter and abstractions.&lt;br /&gt;
;'''[[MartialArts/ThreefoldWaysofTormentStyle|Threefold Ways of Torment]]''' (Suffering) - by [[Loveablehydra]]: An elder level style developed to   teach the fundamental nature of being exalted.&lt;br /&gt;
;'''[[MartialArts/VerdantBreathOfSeasonsStyle|Verdant Breath of Seasons]]''' (Time) - by [[AlecAustin]]: A style based on unifying the power of the four seasons with that of Calibration.&lt;br /&gt;
;'''[[MartialArts/VerdantPathofSerpantsStyle|Verdant Path of Serpents]]''' (Balance) - by [mailto:cplines@learnlink.emory.edu [[Alienated_One]]]: A serpentine tree composed of effects including those venomous and regenerative.&lt;br /&gt;
;'''[[MartialArts/VermeilSnareOfPerfectionStyle|Vermeil Snare of Perfection]]''' (Desire) - by [[DeadManSeven]]: A style that explores the similarities of love and bondage.&lt;br /&gt;
;'''[[MartialArts/VermilionCavalcadeofMomentsStyle|Vermilion Cavalcade of Moments]]''' (Motion) - by [[Kurulham]]: A style based on the idea of time as discrete. In progress.&lt;br /&gt;
;'''[[MartialArts/ViridianMantleOfInnovationStyle|Viridian Mantle of Innovation]]''' (Understanding) - by [[OhJames]]: This style operates on the principle that all thinking creatures project a stream of consciousness from their crown chakras. This stream of Essence is what allows for creativity and thought. By blocking, diverting, or widening the stream, a skilled martial artist may meddle with the mental faculties of his opponents.&lt;br /&gt;
;'''[[MartialArts/WhiteAegisOfTheGuardianStyle|White Aegis of the Guardian]]''' (Protection) - by [[DeadManSeven]]: A style for defending your allies.&lt;br /&gt;
;'''[[MartialArts/WhiteVeiledGardenerStyle|White-Veiled Gardener]]''' (Selection) - by [[DeathBySurfeit]]: A style focused on the selfabsorbed pruning of destiny, and the fallibility of such efforts.&lt;br /&gt;
&lt;br /&gt;
=== Without Sutras ===&lt;br /&gt;
;'''[[MartialArts/AchromaticLexiconOfCreationStyle|Achromatic Lexicon Of Creation]]''' - by [[DeathBySurfeit]]: A forgotten style based on narrative weight, influenced by shaping combat.&lt;br /&gt;
;'''[[MartialArts/BlackExpectorationOfBlasphemyStyle|Black Expectoration of Blasphemy]]''' - by [[Telgar]]: A fairly rare style shunned for its dark reputation and disrespectful nature, the Blasphemy Style strips away its opponent's fortune and skill.&lt;br /&gt;
;'''[[MartialArts/DarkenedArtOfEmptinessStyle|Darkened Art of Emptiness]]''' (Emptiness) - by [[BogMod]]: An abandoned style focused on the principal of emptiness.&lt;br /&gt;
;'''[[KitBox/DistantImmaterialTouchStyle|Distant Immaterial Touch]]''' - by [[KitBox]]'' : An unfinished style based on the indirect transfer of energy through a medium.&lt;br /&gt;
;'''[[MartialArts/EmeraldDreamsoftheWyldStyle|Emerald Dreams of the Wyld]]''' - by Thinker: A coordinated arrangement which amplifies the user's power over Chaos.&lt;br /&gt;
;'''[[MartialArts/FourfoldMasteroftheBeastsStyle|Fourfold Master of the Beasts]]''' - by [[Sabis]]: An advanced Martial Arts style designed for Lunars, as the Imaculater arts were for Dragon Blooded.&lt;br /&gt;
;'''[[MartialArts/GreenSunStyle|Green Sun]]''' - by [[AliasiSudonomo]]: A Demon-hunting Martial Art that evokes the very thing it is designed to fight.&lt;br /&gt;
;'''[[MartialArts/KaleidoscopicMasteryofElementsStyle|Kaleidoscopic Mastery of Elements]]''' - by Thinker: A Sidereal-level continuation of the Immaculate Paths' elemental empowerment.&lt;br /&gt;
;'''[[MartialArts/SevenLeapingDragonStyle|Seven Leaping Dragon]]''' - by [mailto:zanbatou@hotmail.com demontongue]: Designed by Sidereals to test the limits of Solar power.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/ForsakenHopeStyle2E&amp;diff=83115</id>
		<title>MartialArts/ForsakenHopeStyle2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/ForsakenHopeStyle2E&amp;diff=83115"/>
				<updated>2010-08-20T23:19:40Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Forsaken Hope Style =&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
This is a martial art based on the idea of a passage of a soul into the Underworld, and eventually passing into the dissolution of either Lethe or Oblivion. While deathknights are sometimes seen as mindless, heartless killing machines, the practitioners of this art see themselves usually as the angels, both guardians of the dead and mandated to help guide the living into the world of the dead. The artist focuses inward to try and understand the &lt;br /&gt;
nature of the human souls, hun and po, and also to manipulate them. At times this art appears almost gentle, which is definately a shock to those living seeing it used... a benefit in bringing them to the worship and side of death. Fighting Chains are compatable with this style as they represent the grip and pulls on a soul.&lt;br /&gt;
=== Charms ===&lt;br /&gt;
'''''Vision of Dying Light'''''&lt;br /&gt;
 '''Cost:''' 1 mote&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Reflexive&lt;br /&gt;
 '''Keywords:''' Combo-Basic&lt;br /&gt;
 '''Min. Martial Arts:''' 2&lt;br /&gt;
 '''Min. Essence:''' 2&lt;br /&gt;
 '''Prereqs:''' None&lt;br /&gt;
It is said that in the moment of death, one sees the entirety of their life. With a glance (roll Manipulation+Martial Arts against MDV), this Charm let's the martial artist give the feeling and vision of this sort to a target. The target adds half their Martial Arts rating (rounded up) in ticks to the victim's last action's speed and has an internal penalty 2 dice from any attempt at multiple actions for actions after the first for their next action, due to the distraction of the momentary vision. While effective in combat, deathknights can also use this to help bring a greater understanding of death to the living. This ability has a range of 10 x the Exalt's Essence in yards.&lt;br /&gt;
----'''''Po's Vengeful Strike'''''&lt;br /&gt;
 '''Cost:''' 3 motes&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Reflexive (step 9)&lt;br /&gt;
 '''Keywords:''' Combo-OK, Counterattack&lt;br /&gt;
 '''Min. Martial Arts:''' 3&lt;br /&gt;
 '''Min. Essence:''' 2&lt;br /&gt;
 '''Prereqs:''' Vision of Dying Light&lt;br /&gt;
With this Charm, the martial artist can channel her animal soul's desire to live and destroy any who would harm their body into a strike of revenge. This manifests as a ghostly dark shrieking beast form surrounding the limb being used to attack, which bites and rends at the closest being. For every health level of damage taken from the attack being countered, the martial artist can add an equal number of successes to the damage of their attack. This attack can not be targeted against a purely inanimate object like a wall or trap, but can be used on an automaton or animated dead.&lt;br /&gt;
----'''''Wise Hun's Sight'''''&lt;br /&gt;
 '''Cost:''' 6 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Min. Martial Arts:''' 3&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Vision of Dying Light&lt;br /&gt;
Where the Po's existance is split between Creation and the Underworld, the Hun is far more likely to exist solely within the Underworld. This Charm creates a ghostly light blue flame starts to burn over the Exalt's head, glowing with a cold radiance. This flame starts as their caste mark slowly glows to life, then starts on fire, which then seems to crawl from their eyes, ears, nose and mouth to cover their head. This enables the Exalt to see, hear, and smell both Creation and the Underworld at once while in Creation.&lt;br /&gt;
----'''''Forsaken Hope Form'''''&lt;br /&gt;
 '''Cost:''' 5 motes&lt;br /&gt;
 '''Duration:''' One Scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Min. Martial Arts:''' 4&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Wise Hun's Sight, Po's Vengeful Strike&lt;br /&gt;
The Exalt's shadow takes on a new form and the ability to reach into the world slightly. It shifts and alters into a slightly more beastial sort of shape as the Exalt releases part of their animal soul into it. At the same time, the character seems slightly... muted, as if they were not completely there. The shadow aids in blocking or attacking for the character. The character's attacks can cause lethal damage with bare hands, if they choose. They can add a number of dice equal to their Martial Arts rating to attacks. Lastly, dice penalties for multiple actions are 2 less due to the ability of both shadow and body to act in unison. Only one Form-type charm can be used at one time.&lt;br /&gt;
----'''''Ravaging Shade Madness Technique'''''&lt;br /&gt;
 '''Cost:''' 6 motes, 1 Willpower&lt;br /&gt;
 '''Duration:''' 3 x Essence turns&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Combo-Ok&lt;br /&gt;
 '''Min. Martial Arts:''' 4&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Forsaken Hope's Form&lt;br /&gt;
With a light brushing touch, the Martial Artist can use his knowledge of the lower soul to cause sudden spiritual pain such that it temporarily makes the hun unable to act and infuriates the po into a rampage against all nearby beings to try and stop the cause. The po will not focus on the Exalt who used this charm unless they should attack, but all other animate beings become targets for it's rage. It requires a Dexterity + Martial Arts roll against MDV to enact this charm. In effect, for 15 x Exalt's Essence ticks, the target will attack any other being nearby. Should there be no one other than the Exalt, it will destroy everything it can if trapped, or leave to find those it can share it's pain with. One positive side effect of this, if it can be called that, is that the target will suffer no wound penalties while their po rules.&lt;br /&gt;
----'''''Unbeatable Po Prana'''''&lt;br /&gt;
 '''Cost:''' 12 motes, 1 Willpower&lt;br /&gt;
 '''Duration:''' One scene&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:'''&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Ravaging Shade Madness Technique&lt;br /&gt;
While the Exalt has learned to release the po of others, now they know how to harness their own po to become an even greater warrior. Their eyes glow and shimmer with a dark radience. Their body swells with the might and resiliance of the lower spirit unfettered. The Exalt gains a bonus of 2 to all Physical Attributes. They suffer no wound penalties during the scene, can not fall unconcious from bashing damage, and they can not fail a Valor roll... if they could make one. Fact is, the character can no longer do anything but engage in the destruction of their enemy. To use this, the character goes through the movements of the Prana and makes a Willpower roll diff 2. No matter if they succeed or fail, this art will work, the only question is if the hun will have enough strength of will to differentiate between friend and foe. At the end of the scene, the Exalt loses 2 from all Physical Attributes till they have rested for at least half an hour. Power comes at a price.&lt;br /&gt;
----'''''Ghostly Farmer Gathers the Deadly Fruits'''''&lt;br /&gt;
 '''Cost:''' 7 motes&lt;br /&gt;
 '''Duration:''' One Action&lt;br /&gt;
 '''Type:''' Reflexive&lt;br /&gt;
 '''Keywords:''' Combo-Ok, Counterattack&lt;br /&gt;
 '''Min. Martial Arts:''' 4&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Forsaken Hope's Form&lt;br /&gt;
This path of the Forsaken Hope style is one of holds and deflections. The Exalt's body seems to glow, becoming for a short time an ideal version of itself. The character's eyes shine with the hope of one desiring more out of death. The character is capable of blocking lethal damage and can parry all attacks made towards him with his full PDV without penalties for actions taken or onslaughts for one turn. Should the character successfully parry, they lead the attack on as if they were making it themselves to another person within range. In effect, the difference between the successes of a melee or Martial Arts attack and PDV are used as attacking successes on another nearby enemy. This does not allow them to parry unblockable attacks without the effects of another charm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Example: Should someone attack with a melee attack Seven Glories while she uses this charm, they gain 3 successes against her PDV of 7. This means she redirects the attack at another attacker in range with 4 automatic successes. With a ranged attack, she doesn't add the successes. &amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Dead Ruler Taxing Method'''''&lt;br /&gt;
 '''Cost:''' 6 motes&lt;br /&gt;
 '''Duration:''' Special&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Combo-OK, Emotion&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 4&lt;br /&gt;
 '''Prereqs:''' Ghostly Farmer Gathers the Deadly Fruits&lt;br /&gt;
While using this ability, the character can grab one other character and exude a sense of peace into their hun. They move forward with deadly speed, yet to all onlookers it almost seems to be one of ease and leasure. The martial artist must make a Dexterity + Martial Arts roll to initiate a hold on their target. Then the hold becomes one of Essence and virtue rather than one of strength and skill. Both target and martial artist roll their Essence + Conviction against the other's MDV. The winner then drains one temporary willpower. An additional side effect is that on a threshold of success of 3+ the willpower drained from the other restores 1 temporary willpower back to the user. Should one of the fighters drop to 0 temporary willpower, they are incapacitated for the rest of the scene, rendered apathetic and unable to summon the will to even save their life. This charm goes on till either party reaches 0 willpower or the Exalt decides to release the hold. At least without outside interference, they can be forcefully seperated or one killed, but the effects are unpredictable since this is more a wrestling of higher spirits and not bodies.&lt;br /&gt;
----'''''Shadow Disciple Command Strike'''''&lt;br /&gt;
 '''Cost:''' 4 motes&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Supplementary&lt;br /&gt;
 '''Keywords:''' Combo-OK&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Forsaken Hope's Form&lt;br /&gt;
The martial artist reaches out with their animal soul and a pool of shadow forms near an enemy and lashes out in an attack. The character's animal soul creates the pool of darkness, and commands it to lash out, but the Exalt does not need to see where the pool forms or have a way clear of obstructions, just see the target fairly clearly. In effect, the character can make a Martial Arts attack up to their Essence x 5 in yards away. There is a weakness to this &lt;br /&gt;
attack, certain types of lighting (any produced with the Holy Keyword) can prevent the pool from ever forming to make the attack.&amp;lt;/i&amp;gt;&lt;br /&gt;
----'''''Nephwhrack's Thousand Warrior Attack'''''&lt;br /&gt;
 '''Cost:''' 8 motes, 1 Willpower&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Extra Action&lt;br /&gt;
 '''Keywords:''' Combo-OK&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 3&lt;br /&gt;
 '''Prereqs:''' Shadow Disciple Command Strike&lt;br /&gt;
The Exalt uses their po to command the shadows again. This time a pool forms at his feet and they rise up in a howling whirlwind around the martial artist and strike out at anyone he approaches. In effect, the character rolls their Martial Arts rating. The successes plus one are the number of attacks the character can make. As a side benefit, the character can also move (running speed) between attacks, as the pool of darkness also lightens his steps and speeds them along.&lt;br /&gt;
----'''''Forgeting the Fallen Warrior'''''&lt;br /&gt;
 '''Cost:''' 10 motes, 1 Willpower, 1 lethal health level&lt;br /&gt;
 '''Duration:''' Instant&lt;br /&gt;
 '''Type:''' Simple&lt;br /&gt;
 '''Keywords:''' Combo-Basic, Shaping&lt;br /&gt;
 '''Min. Martial Arts:''' 5&lt;br /&gt;
 '''Min. Essence:''' 5&lt;br /&gt;
 '''Prereqs:''' Nepwhrack's Thousand Warrior Attack, Dead Ruler Taxing Method, Unbeatable Po Prana&lt;br /&gt;
This is the culmination of the Forsaken Hope Style, but is an attack that is used very sparingly. As all ghosts, be they hungry, normal ghosts, or servants of Oblivion, they all eventually pass into Oblivion or Lethe. This attack is slow but terrible. The martial artist takes a bit of their own Essence, tainted as it is with death and Oblivion, and puts it as a seed into the target's own soul. The strike it self is perfectly silent and painless. The &lt;br /&gt;
character makes a normal attack and roll damage, and if the damage successes are less than or equal to the Essence of the target, nothing happens. If they should be greater, then the target has been infected with a slow death. For a number of days equal to their Essence, the target suffers no ill effects. Then they make a willpower roll every day. On a success, no effect. On a failure they suffer 1 unsoakable agg and lose a temp willpower. After this has &lt;br /&gt;
begun they do not heal or regain willpower. Should the affected character reach Incapacitated or run out of willpower, they do not die horribly, they merely fade away. Upon death, the ST can make willpower rolls. Should the first be successful, the hun has held on to death and becomes a ghost. If the second is successful, they immediately pass on into Lethe. Should both fail, the ghost silently falls into the Void. As a mark of complete &lt;br /&gt;
irony, where the seed often destroys the hun, the po can feed on it's dark power. If the ST wants, the po becomes a hungry ghost as if from an Exalt with the essence of the martial artist or the victim (whichever was higher). This can be prevented or cured as normal for shaping effects.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83111</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83111"/>
				<updated>2010-08-20T22:31:46Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is not compatible with four weapons, each of which is attuned to one of the set of hours and can only be used with that path unless the final form charm is used and none of it's Charms are compatible with armor.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memoirs of Blissful Nostalgia&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;and found herself lost in memory&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Serene Mourner's Posture&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Memoirs of Blissful Nostalgia&lt;br /&gt;
&amp;lt;i&amp;gt;for she could not bear its loss&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Assembly of Vindicated Mourning&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Serene Mourner's Posture, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Innumerable Offering of Alms&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Power without Recognition&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relavant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;River of Faceless Millions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Power without Recognition, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive expenditure of 5 motes, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them. This allows them to perfectly avoid the attack if their new position places them outside of it. It does not count as a dodge or block attempt and therefore can defend against attacks that can't be blocked or dodged.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Herald Signals the Alarm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Change Sweeps Nations&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Harvester of the Devoted Casualty&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Change Sweeps Nations, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation Gifts. They gain one for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memory of Perfect Clarity&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts are doubled while this Charm is in action (though the essence or willpower granted does not change.) This does double dice from Signature Style.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Splendor Amongst Despair&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Phalanx of Graven Monuments&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Splendor Amongst Despair, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their Permanent Essence. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Ashen Calendar of Setesh Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Phalanx of Graven Monuments, Harvester of the Devoted Casualty,&lt;br /&gt;
          River of Faceless Millions, Assembly of Vindicated Mourning&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just seperate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shepherding Father of the Void&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Mother of Emptiness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83109</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83109"/>
				<updated>2010-08-20T22:12:23Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* Oblivion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh.&lt;br /&gt;
&lt;br /&gt;
It is said that the style was developed as a weapon that even the Deathlords and Neverborn themselves could not resist. They attempt to draw power from the Void, so the best way to battle them is with the very source of their own powers.&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight.&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistence *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generosity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is not compatible with any weapons, and none of it's Charms are compatible with armor.&lt;br /&gt;
&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memoirs of Blissful Nostalgia&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;and found herself lost in memory&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Serene Mourner's Posture&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Memoirs of Blissful Nostalgia&lt;br /&gt;
&amp;lt;i&amp;gt;for she could not bear its loss&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Assembly of Vindicated Mourning&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Serene Mourner's Posture, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Innumerable Offering of Alms&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Power without Recognition&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relavant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;River of Faceless Millions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Power without Recognition, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive expenditure of 5 motes, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them. This allows them to perfectly avoid the attack if their new position places them outside of it. It does not count as a dodge or block attempt and therefore can defend against attacks that can't be blocked or dodged.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Herald Signals the Alarm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Change Sweeps Nations&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Harvester of the Devoted Casualty&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Change Sweeps Nations, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation Gifts. They gain one for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memory of Perfect Clarity&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts are doubled while this Charm is in action (though the essence or willpower granted does not change.) This does double dice from Signature Style.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Splendor Amongst Despair&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Phalanx of Graven Monuments&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Splendor Amongst Despair, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their Permanent Essence. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Ashen Calendar of Setesh Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Phalanx of Graven Monuments, Harvester of the Devoted Casualty,&lt;br /&gt;
          River of Faceless Millions, Assembly of Vindicated Mourning&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just seperate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shepherding Father of the Void&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Mother of Emptiness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83107</id>
		<title>MartialArts/AshenCalenderofSetesh2E</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=MartialArts/AshenCalenderofSetesh2E&amp;diff=83107"/>
				<updated>2010-08-20T02:25:27Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: Created page with '= Ashen Calender of Setesh for Second Edition= Work in Progress == Oblivion == By haren *Back to MartialArts === Background === This is an advanced martial art created in…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ashen Calender of Setesh for Second Edition=&lt;br /&gt;
Work in Progress&lt;br /&gt;
== Oblivion ==&lt;br /&gt;
By [[haren]]&lt;br /&gt;
*Back to [[MartialArts]]&lt;br /&gt;
=== Background ===&lt;br /&gt;
This is an advanced martial art created in a mockery of the Sidereal Exalted by those who have the some of the most reason to loathe them, the Deathlords. The basis of this martial art is Oblivion and fate in a larger aspect. In smaller aspects, it deals with disease, madness, age, and the Great Curse. The large view is that the touch of Oblivion is felt everywhere. It is seen in the diseases of body and mind that strike mortals and Exalts. It was placed deeply in the souls and sparks of the Exalted with the Great Curse. Mortals age so they might come closer to it in death. Eventually, it is the fate of all Creation to join Oblivion in blissful non-existance. That is heart and soul of the Ashen Calander of Setesh&lt;br /&gt;
&lt;br /&gt;
Three is Peaceful Death. The acceptance of inevitability and the end of fortunes. Represented by the Vindicated Mourner. It has three Charms. The first, second and third hours of the Calendar of Setesh. This is linked to the virtue of Valor, the ghost-element of jade, and the southern direction of change, with a Caste of Midnight&lt;br /&gt;
&lt;br /&gt;
The next is 6, which is the Many Faces of Death. The fact that all things do die. End comes to all - even if they thought themselves beyond it. Represented by the Faceless Millions. And the three Charms of the fourth, fifth and sixth hours. This is linked to the virtue of Temperance, the northern direction, and the corpse-element of blood, with the Caste of Day.&lt;br /&gt;
&lt;br /&gt;
Nine is the Deliverance of Death. The peculiarity that coexistance *requires* death to, in fact, Be. For one being to survive, or one object to survive, another must always perish. All things desirous of the Sun's warm generousity must consign others to the Void, again and again to keep that warmth and life. Represented by war, or the Devoted Casualty. That's what the seventh, eighth, and ninth hours say. This is linked to the virtue of Conviction, the element of ghost flame, the eastern direction, and the Caste of Dusk.&lt;br /&gt;
&lt;br /&gt;
And then finally, Twelve. The fact that all things, big and small, pass on. But the greater the thing, the more lasting the memory. It is represented by the Graven Monument. And once the tenth, eleventh and twelfth hours are learned, one may learn the thirteenth hour. The Ashen Calendar Form itself. This is associated with the corpse-element of bone, the western direction, and the virtue of Compassion, with the Caste of Daybreak.&lt;br /&gt;
&lt;br /&gt;
The 13th hour is the time when all barriers fall and all rejoice in the silent wonder at the completion that Oblivion brings. Nations cease battling and men no longer see the need to divide themselves from each other with artificial barriers. In Oblivion, even the natural barriers of flesh, thought, and animal instinct cease to drive people apart. Oblivion is like a great mother welcoming all to it's embrace, as they find peace and an end to the dissonance of life in the total silence and darkness of non-existance. This is a balance of virtues, the ghost element of prayer, and the center direction, with the Caste of Moonshadow.&lt;br /&gt;
&lt;br /&gt;
This style is not compatable with any weapons, and none of it's Charms are compatible with armor. For people using [[FourWillowsWeeping]]'s MA as a casteless ability option, the ability this style uses is Lore.&lt;br /&gt;
= Charms =&lt;br /&gt;
All of these are forms. Each 3 hour branch can be freely combined with itself, but not with others (till the 13th hour Form Charm.) On a seperate note, while [[Balthasar]] and myself did the most, I do want to thank [[FourWillowsWeeping]] for great ideas and input.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Student's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;There was a Maiden who wandered,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memoirs of Blissful Nostalgia&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;and found herself lost in memory&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining stance of the first hours has the user take on a posture that reminds attackers of fond and precious memories, so much, that to attack is as if to attack the very basis of those memories. Anyone attempting to strike the user with a hand to hand attack or melee weapon must make a Conviction roll each turn to strike. Even then, they add half the user's Martial Arts rating (round down) to the difficulty to attack. &lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Serene Mourner's Posture&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Memoirs of Blissful Nostalgia&lt;br /&gt;
&amp;lt;i&amp;gt;for she could not bear its loss&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With bowed head and flowing grace, the martial artist accepts death pass into themselves, knowing that they will die one day. With flowing blood and growing wounds, they let their fears and pain pass to all warriors around them. With open arms and a song, their wisdom grants them a beauty so that those who would cause them pain, share in that same pain. They cause all enemies within (Essence x 3 yards) to suffer an addition to their wound penalty equal to that of the martial artist (who can use Charms to negate their own dice reduction without reducing the penalties of others.)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Assembly of Vindicated Mourning&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Serene Mourner's Posture, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and so, sought out a way to hold it forever.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Those who have mastered the first hours of Setesh's Calander know that time is against the living. Death comes for all in time, but the martial artist can grant this understanding to those around them. They understand that their coming time is an end to pain and suffering. A chance to join with loved ones beyond. This removes their desire to put off the coming death. All enemies within (Essence x 5 yards) subtracts the martial artist's Essence in dice from any attempts to dodge or parry attacks on themselves.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Innumerable Offering of Alms&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;She begged from the mighty,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the begining of second set of hours, the martial artist becomes as a begger who's need inspires pity in those who have more. All beings with an essence pool attacking the user of this Charm lose half of the user's Permanent Essence (rounded up) in motes (Peripheral before Personal and round down) for each attack made against the user. The user of this charm gains these motes. For purposes of Abyssals, the motes gained with this Charm can fill pools granted by Essence Engorgement Technique.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Power without Recognition&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Innumerable Offering of Alms&lt;br /&gt;
&amp;lt;i&amp;gt;and crawled in the gutter,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With growing understanding, the Abyssal learns to feel the touch of Oblivion in all things. They also learn how to manipulate this seed of eternal death to create effects that mirror the curses of the Malfeans on those among the living, though far weaker. Any time the Abyssal makes an attack that has 6 or more dice of damage (after soak), they may choose to reflexively spend 3 motes (does not count as Charm usage) and negate the damage to cause a more spiritual damage. The martial artist rolls Permanent Essence resisted by a Virtue dependant on the curse type. There are multiple effects possible, each beyond the first requiring 1 xp to learn. Each curse is resisted with a roll of the victim's relavant virtue with a difficulty of 2.:&lt;br /&gt;
*The person struck adds 1 Limit if they succeed at their defense. If not, all virtues at 3+ are considered &amp;quot;primary&amp;quot; for the purposes of the Great Curse. For Solars, any without a flaw gains one for each over 2 (Red Rage of Compassion, Heart of Flint, Contempt of the Virtuous, or Berserk Rage). Resisted with Conviction.&lt;br /&gt;
*The should the victim succeed at defense, the next time they try to use a background of Resources, Allies, Contacts, Followers or Backing, they must make a Temperance roll at difficulty of 2 or immediately lose a dot in the background they attempted to use as they rashly grab at their assets. Should they fail, they automatically loose a number of dots equal to the number of successes over the defense roll. Resisted with Compassion. &lt;br /&gt;
*If the defense succeeds, the victim becomes susceptable to addiction and adds +2 to the difficulty to resist or break addictions for a week. Should they fail, the susceptability lasts for a month, and even Charms to cure addiction fail if the victim succeeds a willpower roll (difficulty 2). Resisted with Temperance.&lt;br /&gt;
These are only a few possible curses, and the ST can allow others.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;River of Faceless Millions&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Power without Recognition, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she was seen but never noticed.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery of the second set of hours, the user becomes one of the faceless. They understand that all things are weak before death, unable to hold off the end. But, they also understand that since all are equally meaningless, they may take the place of another, while that one suffers their fate. With the reflexive expenditure of 5 motes, they may switch places with someone within (Essence x 5 yards) who does not have a higher Permanent Essence than them. This allows them to perfectly avoid the attack if their new position places them outside of it. It does not count as a dodge or block attempt and therefore can defend against attacks that can't be blocked or dodged.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Herald Signals the Alarm&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;So she took up the blade and went to war,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The begining of this path is the understanding of sacrifices. Nothing worth gain is without sacrifice. As a general places troops to attack and draw attention away from forces flanking the enemy, the martial artist can offer anyone who attacks an opening, but such is only a trap for them. The user grants a number of bonus dice to an attacker for their first attack against the user, up to the user's Martial Arts rating. For every die given, the user gains an attack die and a damage die on every attack made this turn on the person they granted the bonus to.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Change Sweeps Nations&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Herald Signals the Alarm&lt;br /&gt;
&amp;lt;i&amp;gt;and gathered an army who fought for her,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As the rich and powerful hoard food and live leisurely while they work and starve the poor near to death in times of war, you may draw energy from those around you, slowly weakening them. Those foes within 3 times Perm. Ess yards roll for fatigue every turn with half your Perm Ess (round up) as the base diff (modified by armor as normal.) Also, while there are applicable targets, you need not worry about fatigue as you live off their life. Charms that protect against fatigue reduce the need to roll to every (target's Permanent Essence) turns. This Charm doesn't affect those with higher Permanent Essence than the martial artist.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Harvester of the Devoted Casualty&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 willpower, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Change Sweeps Nations, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;till all were dead and herself scarred.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With mastery, the martial artist sees the need to sometimes make sacrifices of their own, that they must move past the limitations of a merely mortal body, even one of the Exalted. In doing so, their body disappears away leaving them as a living manifestation of their own anima. As such, they gain extended abilities since there is no body to mute their anima's effects and they gain increased physical and spiritual abilities. The growth of physical abilities can be represented in a fashion similar to Lunar Deadly Beastman Transformation Gifts. They gain one for every Permanent Essence they have. These are a representation of the character's idealized self, and therefore can not be changed, only added to. (Anima Effects detailed below)&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Memory of Perfect Clarity&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; None&lt;br /&gt;
&amp;lt;i&amp;gt;And her pain brought wisdom,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The spirits of mortals and the sparks of the Exalted both contain many memories that are hidden or lost. Sometimes they are removed, but they live on in the Underworld and in stories. The martial artist can tap into these memories and gain both inspiration and the strength to act. Bonus dice granted by stunts are doubled while this Charm is in action (though the essence or willpower granted does not change.) This does double dice from Signature Style.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Splendor Amongst Despair&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; NA&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Special&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 4&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Memory of Perfect Clarity&lt;br /&gt;
&amp;lt;i&amp;gt;and wisdom brought her wealth and power,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist takes on the bearing of the greatest and most powerful rulers. These people had an aura of such strength as to seem invincible. All others seemed lesser and far too weak to ever cause harm to their terrible and awe-inspiring being. This aura of undefeatable glory is worn by the martial artist, guarding them in battle. They gain their Permanent Essence to all soak (like armor in that it protects against aggravated) and subtract 2 health levels of damage from all attacks. This can reduce an attack to no damage.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Phalanx of Graven Monuments&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 5 motes, 1 health level&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Splendor Amongst Despair, One complete Martial art&lt;br /&gt;
&amp;lt;i&amp;gt;and she bought back all that had been lost.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist can not only call upon their memories for spiritual support with mastery of this path, but also to support them in a more temporal manner. With each use of this Charm, the image of a previous life of the martial artist forms near them. This memory is bound to the current life. This summons one &amp;quot;clone&amp;quot; per use. They share the health levels, and essence pools of the original, and all are affected by a Charms that would affect one. Treat it as if the user is just in multiple places at the same time. Each use requires full attention of the soul (meaning that this charm can be used only once per turn, even with Independent Actions). Subsequent activations after the first in a scene do not require the sacrifice of more health levels. The martial artist can summon a number of clones equal to their Permanent Essence. Any attack that would strike an area with more than one version of the user only attacks once. Though in multiple places, should one escape, all would with their shared fate.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;The Master's Sutra of Oblivion&amp;lt;/b&amp;gt;: &amp;lt;i&amp;gt;At last her desires and passions fulfilled,&amp;lt;/i&amp;gt;&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Ashen Calendar of Setesh Form&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 5&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Phalanx of Graven Monuments, Harvester of the Devoted Casualty,&lt;br /&gt;
          River of Faceless Millions, Assembly of Vindicated Mourning&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;the Maiden returned to home and family,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist understands that all the previous pathways were just seperate faces of death. But death is more than any one of them. To understand it's true power, all must be examined. Activating this Charm allows the user to freely mix the Charms of each previous pathway of the Ashen Calander of Setesh. &lt;br /&gt;
&lt;br /&gt;
This is usually seen as the final Charm of the style, but for those who have explored further there are two finishing Charms. These two Charms can not be activated at the same time, as each is an exclusive view of the power of Oblivion.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Shepherding Father of the Void&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;where her father welcomed her with a hug and took her in,&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With a rending quiet, the martial artist focuses their essence on using their body as a bridge to help bring more of Creation to the Void. Every strike brings a fearsome end to existance. Where their hand or foot passes, everything ceases to be. The martial artist's attacks all cause aggravated damage. Objects not made of the Five Magical Materials are unable to soak damage from these strikes, and even those of the Five Magical Materials may be damaged. The damage taken by objects is multiplied by half their Permanent Essence (round down). As a wave of entropic destruction emanates from the martial artist's strikes, all objects within (Essence x 5 yards) take this damage. Those destroyed with this Charm are devoured by the Void, body and soul (including materialized spirits). The martial artist must make an attack every Permanent Essence in turns or take an aggravated health level of damage, as the Void they summoned will not stand by with not being &amp;quot;filled&amp;quot;. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
----&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Eternal Mother of Emptiness&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
 &amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; 15 motes, 1 health level, 1 willpower&lt;br /&gt;
 &amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; One Scene&lt;br /&gt;
 &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Simple&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Martial Arts:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Min. Essence:&amp;lt;/b&amp;gt; 7&lt;br /&gt;
 &amp;lt;b&amp;gt;Prereqs:&amp;lt;/b&amp;gt; Ashen Calander of Setesh Form&lt;br /&gt;
&amp;lt;i&amp;gt;and her mother put her in bed to sleep and dream happily till the end of time.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The martial artist looks inward and finds peace in the eternal nature of the Void. They call the Void and bring it into themself spiritually, so that like it, they are immutable, unchanging beyond their own nature. Nothing outside themself can force change, instead being quietly absorbed into the emptiness of the Void. This Charm places them outside the purview of fate, as their presence devours the strings of fate. Assume that they have an immunity to all externally based shapechanging magic and magics that would directly alter their mind, body, or spirit. This includes attacks that would drain Willpower, allow others to freely use their essence pool. The form Charm must normally be activated before this Charm can be used.&lt;br /&gt;
== Harvester of the Devoted Casualty ==&lt;br /&gt;
The anima effects I've gotten around to detailing for this Charm can be found here (with thanks to [[FourWillowsWeeping]] for lots of help with Sidereals). In general it's an increased effect based on the normal anima. These effects are directly based on the anima of the Exalt in question and they can not emulate others unless they have another Charm that would do that, in which case the effect is that of all applicable anima effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Solar:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dawn:&amp;lt;/b&amp;gt; The Dawn burns with inspiring and awesome might. Foes within 50 yards must make a Valor roll to not be frozen in awe. Even should they succed, they have a minus to all Dawn rolls equal to the Dawn's Permanent Essence. On a botch, they do not run. Instead they become so awed that they begin to battle on the Dawn's side, caught up in the moment.&lt;br /&gt;
*&amp;lt;b&amp;gt;Zenith:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically burn in holy fire. The distance of the anima flare attack of the Zenith is 10 yards times their Permanent Essence, becomes reflexive (meaning they can make as many attacks as they wish to pay for in a turn), and causes the target to explode in a burst of holy flame and light causing damage to all valid creatures of darkness within (Permanent Essence x 2) yards of the target.&lt;br /&gt;
*&amp;lt;b&amp;gt;Twilight:&amp;lt;/b&amp;gt; The Twilight's anima becomes not just a protective barrier, but a mystical mirror, reflecting attacks back towards the attacker. All health levels of damage that are negated become a damage pool with the Twilight's Martial Arts rating added to it. This damage is not soaked by armor, and only by Stamina and Charms.&lt;br /&gt;
*&amp;lt;b&amp;gt;Night:&amp;lt;/b&amp;gt; The Night can instinctively mute their presence gaining a automatic successes equal to their Essence on Stealth (or similar related) rolls. Also they can reflexively mute their anima banner so that it does not show. It still is at the banner level and decreases as normal, just need not show while this Charm is at work.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eclipse:&amp;lt;/b&amp;gt; The Eclipse can let an ally within 10 yards times their Permanent Essence feel the web of unity that is Creation. This grants the ally a number of perfect successes (they can be considered to get a success with every die they would have rolled) equal to the Eclipse's Permanent Essence for the scene. Every ally can recive this blessing once per day, and the Eclipse can grant the blessing once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Abyssal:&amp;lt;/b&amp;gt; &lt;br /&gt;
*&amp;lt;b&amp;gt;Dusk:&amp;lt;/b&amp;gt; The Dusk flows with fearsome and terrible power. Foes within 50 yards must make a Valor roll to not be frozen in terror. Even should they succed, they have a minus to all Dawn rolls equal to the Dusk's Permanent Essence. Allies within 50 yards are imbued with the power of death, knowing neither fear nor pain. They suffer no wound penalties and never fail a Valor roll.&lt;br /&gt;
*&amp;lt;b&amp;gt;Midnight:&amp;lt;/b&amp;gt; All dead bodies within 10 yards automatically rise to fight as normal zombie extras in the next turn. The Abyssal can spend  motes (which is reflexive) to raise any body within 10 yards times their Permanent Essence as a non-extra zombie, and these happen to be spiritually developed zombies; this comes from your own refinement of your Essence. Choose (perm Ess) Arcanoi from your highest Virtue, which require no more than Ess 2 and (your Virtue) to use. Your super-zombies always have these Arcanoi, and you can add a new one when your Ess goes up. Their Essence is 2, with a willpower equal to the highest virtue of Midnight, and essence pool of (20 + willpower x 5). As normal, all zombies are permanent.&lt;br /&gt;
*&amp;lt;b&amp;gt;Daybreak:&amp;lt;/b&amp;gt; Identical to Twilight.&lt;br /&gt;
*&amp;lt;b&amp;gt;Day:&amp;lt;/b&amp;gt; Identical to Night.&lt;br /&gt;
*&amp;lt;b&amp;gt;Moonshadow:&amp;lt;/b&amp;gt; The Moonshadow knows that the foundations of Creation are crumbling into death and Oblivion, and can cause them to crumble under a specific foe. This causes the foe to suffer a number of botches equal to the Moonshadow's Permanent Essence for the scene. Every enemy can suffer this curse once per day, and the Moonshadow can cause the curse once for free, all subsequent activations cost 10 motes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidereal:&amp;lt;/b&amp;gt; The Chosen's anima flows outward in an appropriately colored circumfrence filled with symbols of the constellations that allows emulation of the movement of the celestial bodies, and mirrors an aspect of their domains.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Journeys:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area the foes of the Chosen find the distance they and their weapons must journey three times greater (for movement and ranged attacks).&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Serenity:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. The foes of the Chosen of Serenity who are within this area find the lines between suffering and pleasure blurred. Every time they suffer any health levels of damage, they must make a Temperance roll (diff. 2) to not spend the rest of this turn and the next shuddering in sublime joy. They can only use persistant and reflexive defenses while suffering so.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Battles:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Whenever an ally is attacked while in this area, the attacker suffers an identical attack to the one they just used. Since this other attack is not considered to have come from the ally they can not counter it in any manner.&lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Secrets:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's allies can choose a foe who's secret actions of the moment are revealed to them. This foe's actions can be named by the ally's player (as long as it is reasonable to do). The foe either does this action, or can act as they wish, but at a penalty of the Chosen's Permanent Essence for that turn.  &lt;br /&gt;
*&amp;lt;b&amp;gt;Invocation of Endings:&amp;lt;/b&amp;gt; The Chosen's anima flows outward to (Essence x 50) yards. Within this area, the Chosen's foes find their ideals challanged. They must succeed at a Conviction roll every turn or lose a temporary willpower. If they should run out of willpower or botch the Conviction roll, they leave the battle in the safest manner possible, defending only, if possible. The most terrifying part of this is that they find themselves open to trying to resolve differences through &amp;lt;b&amp;gt;any&amp;lt;/b&amp;gt; means other than battle.&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Haren&amp;diff=83105</id>
		<title>Haren</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Haren&amp;diff=83105"/>
				<updated>2010-08-20T02:24:36Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* The fun stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The crazy dreamer ==&lt;br /&gt;
Urgle... Blarg... School is busy.&lt;br /&gt;
== The fun stuff ==&lt;br /&gt;
Total Charm Count = 152 + 5 [[CharmRelay]] + 2 [[MartialArtsRelay]]&lt;br /&gt;
&lt;br /&gt;
*Abyssal Charms - 107 Charms&lt;br /&gt;
**Dusk Charms&lt;br /&gt;
***Archery - [[AbyssalArchery/Haren]]&lt;br /&gt;
***Brawl - [[AbyssalBrawl/Haren]]&lt;br /&gt;
***Melee - [[AbyssalMelee/Haren]]&lt;br /&gt;
***Thrown - [[AbyssalThrown/Haren]]&lt;br /&gt;
**Midnight Charms&lt;br /&gt;
***Endurance - [[AbyssalEndurance/Haren]]&lt;br /&gt;
***Performance - [[AbyssalPerformance/Haren]]&lt;br /&gt;
***Presence - [[AbyssalPresence/Haren]]&lt;br /&gt;
***Resistance - [[AbyssalResistance/Haren]]&lt;br /&gt;
***Survival - [[AbyssalSurvival/Haren]]&lt;br /&gt;
**Daybreak Charms&lt;br /&gt;
***Craft - [[AbyssalCraft/Haren]]&lt;br /&gt;
***Investigation - [[AbyssalInvestigation/Haren]]&lt;br /&gt;
***Lore - [[AbyssalLore/Haren]]&lt;br /&gt;
***Medicine - [[AbyssalMedicine/Haren]]&lt;br /&gt;
***Occult - [[AbyssalOccult/Haren]]&lt;br /&gt;
**Day Charms&lt;br /&gt;
***Athletics - [[AbyssalAthletics/Haren]]&lt;br /&gt;
***Awareness - [[AbyssalAwareness/Haren]]&lt;br /&gt;
***Dodge - [[AbyssalDodge/Haren]]&lt;br /&gt;
***Larceny - [[AbyssalLarceny/Haren]]&lt;br /&gt;
***Stealth - [[AbyssalStealth/Haren]]&lt;br /&gt;
**Moonshadow Charms&lt;br /&gt;
***Bureaucracy - [[AbyssalBureaucracy/Haren]]&lt;br /&gt;
***Linguistics - [[AbyssalLinguistics/Haren]]&lt;br /&gt;
***Ride - [[AbyssalRide/Haren]]&lt;br /&gt;
***Socialize - [[AbyssalSocialize/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Arcanoi - 2 Charms&lt;br /&gt;
**Stringless Puppeteer Art - [[StringlessPuppeteerArt/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Lunar Charms - 7 Charms&lt;br /&gt;
**Body Enhancement - [[Charms/HarenLunarBodyEnhancement]]&lt;br /&gt;
**Defensive - [[Charms/HarenLunarDefensive]]&lt;br /&gt;
**Interaction and Knowledge - [[Charms/HarenLunarInteractionKnowledge]]&lt;br /&gt;
**Melee - [[Charms/HarenLunarMelee]]&lt;br /&gt;
**Perception - [[Charms/HarenLunarPerception]]&lt;br /&gt;
**Ranged Combat - [[Charms/HarenLunarRangedCombat]]&lt;br /&gt;
**Shapeshifting - [[Charms/HarenLunarShapeshifting]]&lt;br /&gt;
**Sorcery - [[Charms/HarenLunarSorcery]]&lt;br /&gt;
**Spirit - [[Charms/HarenLunarSpirit]]&lt;br /&gt;
**Stealth - [[Charms/HarenLunarStealth]]&lt;br /&gt;
**Survival and Healing - [[Charms/HarenLunarSurvivalHealing]]&lt;br /&gt;
**Unarmed Combat - [[Charms/HarenLunarUnarmedCombat]]&lt;br /&gt;
&lt;br /&gt;
*Solar Charms - 10 Charms&lt;br /&gt;
**Brawl - [[SolarBrawl/Haren]]&lt;br /&gt;
**Melee - [[SolarMelee/Haren]]&lt;br /&gt;
**Craft - [[SolarCraft/Haren]]&lt;br /&gt;
**Investigation - [[SolarInvestigation/Haren]]&lt;br /&gt;
**Lore - [[SolarLore/Haren]]&lt;br /&gt;
**Dodge - [[SolarDodge/Haren]]&lt;br /&gt;
**Bureaucracy - [[SolarBureaucracy/Haren]]&lt;br /&gt;
**Linguistics - [[SolarLinguistics/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Solar 2E Charms - 1 Charm&lt;br /&gt;
**Integrity - [[SolarIntegrity/Haren]]&lt;br /&gt;
**Solar Hero Style - [[SolarMartialArts/Haren]]&lt;br /&gt;
**Dodge - [[SolarDodge/Haren2E]]&lt;br /&gt;
&lt;br /&gt;
*Artifacts - [[Artifacts/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Hearthstones - [[HearthStones/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Weapons - [[MundaneWeapons]] A place for anyone to put ideas and stats for normal weapons that are cool, not mine, but linking to this since I've thrown up something and want to get people adding to it.&lt;br /&gt;
&lt;br /&gt;
*Martial Arts&lt;br /&gt;
**[[MartialArtsTesting]]&lt;br /&gt;
**[[MartialArts/ForsakenHopeStyle]] - 11 Charms&lt;br /&gt;
**[[MartialArts/ForsakenHopeStyle2E]] - 11 Charms&lt;br /&gt;
**[[MartialArts/AshenCalenderofSetesh]] - 15 Charms&lt;br /&gt;
**[[MartialArts/AshenCalenderofSetesh2E]] - 15 Charms&lt;br /&gt;
**[[MartialArts/PassionwithinMysteriousDepths]] - Unfinished&lt;br /&gt;
**[[MartialArts/HeavenBesiegedInitiation]] - 3 charms&lt;br /&gt;
&lt;br /&gt;
*Creatures&lt;br /&gt;
*[[Haren/GorePhoenix]]&lt;br /&gt;
&lt;br /&gt;
*Manses&lt;br /&gt;
*[[Haren/WellofBrokenWishes]]&lt;br /&gt;
**[[CrownedSun/FountainofLoss|Fountain of Drowned Loss]]&lt;br /&gt;
&lt;br /&gt;
*Spells&lt;br /&gt;
**[[Necromancy/Haren]]&lt;br /&gt;
**[[Sorcery/Haren]]&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
*[[RandomTheories]]&lt;br /&gt;
*[[CreationsAbyssalDemenses]]&lt;br /&gt;
*[[ExaltedSparks]]&lt;br /&gt;
*[[CunningSubversionStyle]] Or why you bring cookies for the Class.&lt;br /&gt;
*[[CharmCreationGuide]]&lt;br /&gt;
*[[CrazyFoodGame]]&lt;br /&gt;
*[[UnparriableAttacks]]&lt;br /&gt;
*[[YoziSymbolicReality]]&lt;br /&gt;
*[[TricksterLunars]]&lt;br /&gt;
*[[EscapefromForsakenIsle]]&lt;br /&gt;
*[[FutureCrunchIdeas]]&lt;br /&gt;
== Fiction ==&lt;br /&gt;
*[[GamesOfDivinityStory]] - I didn't start this one, but contribute&lt;br /&gt;
== The Unusual (and sometimes just plain weird) Suspects ==&lt;br /&gt;
[[Ashande]] - Kaine is one of those people who I definately find interesting. I guess it's the bonds of Wraith and Abyssals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Balthasar]] - Ok, this is one of my favorite partners in crime. He puts me to shame with his Abyssally goodness.&amp;lt;br&amp;gt;&lt;br /&gt;
[[CrownedSun]] - This guy has some very good ideas, and a great channel on irc.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dissolvegirl]] - A cool ST, with great ideas, and just as excellent a player.&amp;lt;br&amp;gt;&lt;br /&gt;
[[FourWillowsWeeping]] - Superb martial arts and Infernals. A real pleasure to brainstorm with and bounce ideas off of.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kraken]] - Person I play with online, but best known for [[ExaltedSpam]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[PassengerPigeon]] - Going to be a player if I ever get Umbrous Radience off the ground. Lots of good ideas here. The sort of person you can bounce stuff off of and get a fair opinion.&lt;br /&gt;
[[Quendalon]] - Alot of good stuff here, but my favorites are his additions to the creatures. Also a tough (but good) critic.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resplendence]] - My respect for his art is great. Check it out, you'll thank yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telgar]] - Cool guy, and fun to play with, even if every character is named Van. ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Greetings and welcome. Don't be afraid to just jump in and start posting stuff; if you're confused by anything, say so and any number of people will probably help you out.&amp;lt;/i&amp;gt;\\&lt;br /&gt;
_[[Ikselam]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Thanks, just put up the Martial Arts style I made over the last two days. Just want to say that this is a great site.&amp;lt;/i&amp;gt;\\&lt;br /&gt;
[[haren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Welcome to the Wiki.  I think we're all very grateful to [[DaveFayram]] for setting it up, we should probably go say nice things on his user page when we have the energy :)  I too am a big fan of the Lunars, and also love DBs (I just like to play the underdog I guess).  About Abyssals and Sidereals I know next to nothing.  I've got to say I love the ideas behind a lot of your Lunar charms and will probably be stealing some of them for my character if my ST says I can (she's nice, see her page [http://www.lensmen.net/wiki/exalted.pl?Garden here] ).  If you have trouble with anything, just let someone know, we're all fairly nice here &amp;lt;/i&amp;gt;- [[CorlanDashiva]]&lt;br /&gt;
&lt;br /&gt;
Wow.  I had no idea you were so prolific!  I am shamed.  :)  - [[Quendalon]]&lt;br /&gt;
&lt;br /&gt;
Prolific? Nah... just work a boring job. Does wonders. :) And everyone's been so super nice! I liked your Servants of Oblivion. Hope you don't mind that I added the Tormented Sleepers from my Necro. - [[haren]]&lt;br /&gt;
&lt;br /&gt;
Hey, [[dissolvegirl]] tells me that you might be interested in playing [[IkselamGodBloodGame|my GB game]]. Please send me an [mailto:nadrek@lensmen.net email] or drop a note on the game page if you would indeed like to play, because I would enjoy having you. _[[Ikselam]]&lt;br /&gt;
&lt;br /&gt;
Yes. You prolific. Me not. Must, like.. get energy.. update.. pretty stuff here, yesssss.. I have.. things planned that I should share.. daym, I need more caffeine. anyway. yes. good work! much impressed! - [[Molikai]]&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Haren&amp;diff=83103</id>
		<title>Haren</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Haren&amp;diff=83103"/>
				<updated>2010-08-20T02:23:59Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: /* The fun stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The crazy dreamer ==&lt;br /&gt;
Urgle... Blarg... School is busy.&lt;br /&gt;
== The fun stuff ==&lt;br /&gt;
Total Charm Count = 152 + 5 [[CharmRelay]] + 2 [[MartialArtsRelay]]&lt;br /&gt;
&lt;br /&gt;
*Abyssal Charms - 107 Charms&lt;br /&gt;
**Dusk Charms&lt;br /&gt;
***Archery - [[AbyssalArchery/Haren]]&lt;br /&gt;
***Brawl - [[AbyssalBrawl/Haren]]&lt;br /&gt;
***Melee - [[AbyssalMelee/Haren]]&lt;br /&gt;
***Thrown - [[AbyssalThrown/Haren]]&lt;br /&gt;
**Midnight Charms&lt;br /&gt;
***Endurance - [[AbyssalEndurance/Haren]]&lt;br /&gt;
***Performance - [[AbyssalPerformance/Haren]]&lt;br /&gt;
***Presence - [[AbyssalPresence/Haren]]&lt;br /&gt;
***Resistance - [[AbyssalResistance/Haren]]&lt;br /&gt;
***Survival - [[AbyssalSurvival/Haren]]&lt;br /&gt;
**Daybreak Charms&lt;br /&gt;
***Craft - [[AbyssalCraft/Haren]]&lt;br /&gt;
***Investigation - [[AbyssalInvestigation/Haren]]&lt;br /&gt;
***Lore - [[AbyssalLore/Haren]]&lt;br /&gt;
***Medicine - [[AbyssalMedicine/Haren]]&lt;br /&gt;
***Occult - [[AbyssalOccult/Haren]]&lt;br /&gt;
**Day Charms&lt;br /&gt;
***Athletics - [[AbyssalAthletics/Haren]]&lt;br /&gt;
***Awareness - [[AbyssalAwareness/Haren]]&lt;br /&gt;
***Dodge - [[AbyssalDodge/Haren]]&lt;br /&gt;
***Larceny - [[AbyssalLarceny/Haren]]&lt;br /&gt;
***Stealth - [[AbyssalStealth/Haren]]&lt;br /&gt;
**Moonshadow Charms&lt;br /&gt;
***Bureaucracy - [[AbyssalBureaucracy/Haren]]&lt;br /&gt;
***Linguistics - [[AbyssalLinguistics/Haren]]&lt;br /&gt;
***Ride - [[AbyssalRide/Haren]]&lt;br /&gt;
***Socialize - [[AbyssalSocialize/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Arcanoi - 2 Charms&lt;br /&gt;
**Stringless Puppeteer Art - [[StringlessPuppeteerArt/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Lunar Charms - 7 Charms&lt;br /&gt;
**Body Enhancement - [[Charms/HarenLunarBodyEnhancement]]&lt;br /&gt;
**Defensive - [[Charms/HarenLunarDefensive]]&lt;br /&gt;
**Interaction and Knowledge - [[Charms/HarenLunarInteractionKnowledge]]&lt;br /&gt;
**Melee - [[Charms/HarenLunarMelee]]&lt;br /&gt;
**Perception - [[Charms/HarenLunarPerception]]&lt;br /&gt;
**Ranged Combat - [[Charms/HarenLunarRangedCombat]]&lt;br /&gt;
**Shapeshifting - [[Charms/HarenLunarShapeshifting]]&lt;br /&gt;
**Sorcery - [[Charms/HarenLunarSorcery]]&lt;br /&gt;
**Spirit - [[Charms/HarenLunarSpirit]]&lt;br /&gt;
**Stealth - [[Charms/HarenLunarStealth]]&lt;br /&gt;
**Survival and Healing - [[Charms/HarenLunarSurvivalHealing]]&lt;br /&gt;
**Unarmed Combat - [[Charms/HarenLunarUnarmedCombat]]&lt;br /&gt;
&lt;br /&gt;
*Solar Charms - 10 Charms&lt;br /&gt;
**Brawl - [[SolarBrawl/Haren]]&lt;br /&gt;
**Melee - [[SolarMelee/Haren]]&lt;br /&gt;
**Craft - [[SolarCraft/Haren]]&lt;br /&gt;
**Investigation - [[SolarInvestigation/Haren]]&lt;br /&gt;
**Lore - [[SolarLore/Haren]]&lt;br /&gt;
**Dodge - [[SolarDodge/Haren]]&lt;br /&gt;
**Bureaucracy - [[SolarBureaucracy/Haren]]&lt;br /&gt;
**Linguistics - [[SolarLinguistics/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Solar 2E Charms - 1 Charm&lt;br /&gt;
**Integrity - [[SolarIntegrity/Haren]]&lt;br /&gt;
**Solar Hero Style - [[SolarMartialArts/Haren]]&lt;br /&gt;
**Dodge - [[SolarDodge/Haren2E]]&lt;br /&gt;
&lt;br /&gt;
*Artifacts - [[Artifacts/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Hearthstones - [[HearthStones/Haren]]&lt;br /&gt;
&lt;br /&gt;
*Weapons - [[MundaneWeapons]] A place for anyone to put ideas and stats for normal weapons that are cool, not mine, but linking to this since I've thrown up something and want to get people adding to it.&lt;br /&gt;
&lt;br /&gt;
*Martial Arts&lt;br /&gt;
**[[MartialArtsTesting]]&lt;br /&gt;
**[[MartialArts/ForsakenHopeStyle]] - 11 Charms&lt;br /&gt;
**[[MartialArts/ForsakenHopeStyle2E]] - 11 Charms&lt;br /&gt;
**[[MartialArts/AshenCalenderofSetesh]] - 15 Charms&lt;br /&gt;
**[[MartialArts/AshenCalenderofSetesh]] - 15 Charms&lt;br /&gt;
**[[MartialArts/PassionwithinMysteriousDepths]] - Unfinished&lt;br /&gt;
**[[MartialArts/HeavenBesiegedInitiation]] - 3 charms&lt;br /&gt;
&lt;br /&gt;
*Creatures&lt;br /&gt;
*[[Haren/GorePhoenix]]&lt;br /&gt;
&lt;br /&gt;
*Manses&lt;br /&gt;
*[[Haren/WellofBrokenWishes]]&lt;br /&gt;
**[[CrownedSun/FountainofLoss|Fountain of Drowned Loss]]&lt;br /&gt;
&lt;br /&gt;
*Spells&lt;br /&gt;
**[[Necromancy/Haren]]&lt;br /&gt;
**[[Sorcery/Haren]]&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
*[[RandomTheories]]&lt;br /&gt;
*[[CreationsAbyssalDemenses]]&lt;br /&gt;
*[[ExaltedSparks]]&lt;br /&gt;
*[[CunningSubversionStyle]] Or why you bring cookies for the Class.&lt;br /&gt;
*[[CharmCreationGuide]]&lt;br /&gt;
*[[CrazyFoodGame]]&lt;br /&gt;
*[[UnparriableAttacks]]&lt;br /&gt;
*[[YoziSymbolicReality]]&lt;br /&gt;
*[[TricksterLunars]]&lt;br /&gt;
*[[EscapefromForsakenIsle]]&lt;br /&gt;
*[[FutureCrunchIdeas]]&lt;br /&gt;
== Fiction ==&lt;br /&gt;
*[[GamesOfDivinityStory]] - I didn't start this one, but contribute&lt;br /&gt;
== The Unusual (and sometimes just plain weird) Suspects ==&lt;br /&gt;
[[Ashande]] - Kaine is one of those people who I definately find interesting. I guess it's the bonds of Wraith and Abyssals.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Balthasar]] - Ok, this is one of my favorite partners in crime. He puts me to shame with his Abyssally goodness.&amp;lt;br&amp;gt;&lt;br /&gt;
[[CrownedSun]] - This guy has some very good ideas, and a great channel on irc.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dissolvegirl]] - A cool ST, with great ideas, and just as excellent a player.&amp;lt;br&amp;gt;&lt;br /&gt;
[[FourWillowsWeeping]] - Superb martial arts and Infernals. A real pleasure to brainstorm with and bounce ideas off of.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kraken]] - Person I play with online, but best known for [[ExaltedSpam]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[PassengerPigeon]] - Going to be a player if I ever get Umbrous Radience off the ground. Lots of good ideas here. The sort of person you can bounce stuff off of and get a fair opinion.&lt;br /&gt;
[[Quendalon]] - Alot of good stuff here, but my favorites are his additions to the creatures. Also a tough (but good) critic.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resplendence]] - My respect for his art is great. Check it out, you'll thank yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telgar]] - Cool guy, and fun to play with, even if every character is named Van. ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Comments =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Greetings and welcome. Don't be afraid to just jump in and start posting stuff; if you're confused by anything, say so and any number of people will probably help you out.&amp;lt;/i&amp;gt;\\&lt;br /&gt;
_[[Ikselam]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Thanks, just put up the Martial Arts style I made over the last two days. Just want to say that this is a great site.&amp;lt;/i&amp;gt;\\&lt;br /&gt;
[[haren]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Welcome to the Wiki.  I think we're all very grateful to [[DaveFayram]] for setting it up, we should probably go say nice things on his user page when we have the energy :)  I too am a big fan of the Lunars, and also love DBs (I just like to play the underdog I guess).  About Abyssals and Sidereals I know next to nothing.  I've got to say I love the ideas behind a lot of your Lunar charms and will probably be stealing some of them for my character if my ST says I can (she's nice, see her page [http://www.lensmen.net/wiki/exalted.pl?Garden here] ).  If you have trouble with anything, just let someone know, we're all fairly nice here &amp;lt;/i&amp;gt;- [[CorlanDashiva]]&lt;br /&gt;
&lt;br /&gt;
Wow.  I had no idea you were so prolific!  I am shamed.  :)  - [[Quendalon]]&lt;br /&gt;
&lt;br /&gt;
Prolific? Nah... just work a boring job. Does wonders. :) And everyone's been so super nice! I liked your Servants of Oblivion. Hope you don't mind that I added the Tormented Sleepers from my Necro. - [[haren]]&lt;br /&gt;
&lt;br /&gt;
Hey, [[dissolvegirl]] tells me that you might be interested in playing [[IkselamGodBloodGame|my GB game]]. Please send me an [mailto:nadrek@lensmen.net email] or drop a note on the game page if you would indeed like to play, because I would enjoy having you. _[[Ikselam]]&lt;br /&gt;
&lt;br /&gt;
Yes. You prolific. Me not. Must, like.. get energy.. update.. pretty stuff here, yesssss.. I have.. things planned that I should share.. daym, I need more caffeine. anyway. yes. good work! much impressed! - [[Molikai]]&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarIntegrity/Haren&amp;diff=76172</id>
		<title>SolarIntegrity/Haren</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarIntegrity/Haren&amp;diff=76172"/>
				<updated>2010-05-09T01:39:47Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: Channel pool rather than moving channels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Charms]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[haren]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;b&amp;gt;Broken Dam Renewal&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -- &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Integrity 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Stubborn Boar Defense, Unhesitating Dedication&lt;br /&gt;
&lt;br /&gt;
Solars like mortals may have themselves brought to the brink and broken, but rather than as a twig underfoot, it is only their restraint which shatters as a dam before the force of their convictions. When the Motivation or Intimacies of a Solar are threatened directly or in advancement and the Solar has been driven to zero Willpower, they may choose to enter a mad state not unlike Limit Break. In effect, they are driven to destroy all those who threaten anything they love or care about. Treat this roughly in severity to an uncontrolled Limit Break of Red Rage of Compassion, though instead of targeting sources of suffering they home in on threats as mentioned above. In return, they regain all their Willpower. This does not reduce their actual Limit, but does count as Limit Break for interaction with such charms as Stubborn Boar Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Refracting Lense of (Virtue)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -- &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Integrity 4, (Virtue) 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Phoenix Renewal Tactic&lt;br /&gt;
&lt;br /&gt;
There are those who learn to master their virtues through the lense of a singular one. The spirit of all virtues rests hidden within any one other. A Solar who finds a need to master another virtue may roll their virtue targeted by this charm as a reflexive non-charm action and move one dot of this virtue to among the other three virtues as they wish. They may also pool all virtue channels freely as long as they get one success, which may be used for any virtue. These channels are spread out as the Solar wishes after the effects of this charm end. This can only be done once per scene and may not reduce the virtue targeted by the Great Curse below 3. This charm may not affect any virtue already targeted by Epic Zeal of (Virtue) as they are mutually exclusive expressions of transhuman virtue.&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarIntegrity/Haren&amp;diff=76171</id>
		<title>SolarIntegrity/Haren</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarIntegrity/Haren&amp;diff=76171"/>
				<updated>2010-05-09T00:58:40Z</updated>
		
		<summary type="html">&lt;p&gt;Haren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Charms]]&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[haren]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;b&amp;gt;Broken Dam Renewal&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -- &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Integrity 4, Essence 2; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Stubborn Boar Defense, Unhesitating Dedication&lt;br /&gt;
&lt;br /&gt;
Solars like mortals may have themselves brought to the brink and broken, but rather than as a twig underfoot, it is only their restraint which shatters as a dam before the force of their convictions. When the Motivation or Intimacies of a Solar are threatened directly or in advancement and the Solar has been driven to zero Willpower, they may choose to enter a mad state not unlike Limit Break. In effect, they are driven to destroy all those who threaten anything they love or care about. Treat this roughly in severity to an uncontrolled Limit Break of Red Rage of Compassion, though instead of targeting sources of suffering they home in on threats as mentioned above. In return, they regain all their Willpower. This does not reduce their actual Limit, but does count as Limit Break for interaction with such charms as Stubborn Boar Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Refracting Lense of (Virtue)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost:&amp;lt;/b&amp;gt; -- &amp;lt;b&amp;gt;Mins:&amp;lt;/b&amp;gt; Integrity 4, (Virtue) 5, Essence 3; &amp;lt;b&amp;gt;Type:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; None&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Duration:&amp;lt;/b&amp;gt; Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Prerequisite Charms:&amp;lt;/b&amp;gt; Phoenix Renewal Tactic&lt;br /&gt;
&lt;br /&gt;
There are those who learn to master their virtues through the lense of a singular one. The spirit of all virtues rests hidden within any one other. A Solar who finds a need to master another virtue may roll their virtue targeted by this charm as a reflexive non-charm action and move one dot of this virtue to among the other three virtues as they wish. They may also move virtue channels freely as long as they get one success. This can only be done once per scene and may not reduce the virtue targeted by the Great Curse below 3. This charm may not affect any virtue already targeted by Epic Zeal of (Virtue) as they are mutually exclusive expressions of transhuman virtue.&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Haren</name></author>	</entry>

	</feed>